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Seven voyages

Of Zylarthen
Rules for Original Style Sword and Sorcery
Campaigns Playable with Paper and Pencil
and Imagination
OAKES SPALDING

BOOK OF MAGIC
VOLUME 3 OF FOUR BOOKLETS

PUBLISHED BY
CAMPION & CLITHEROW
SEVEN VOYAGES
OF ZYLARTHEN
VOLUME 3

BOOK OF MAGIC
BY
OAKES SPALDING

AFTER
GARY GYGAX AND DAVE ARNESON

Illustrations by John Dickson Batten

©COPYRIGHT 2014 ! CAMPION & CLITHEROW


See Vol. 4 for the text of the Open Game License

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INDEX&
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Spells Table . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Spell Descriptions . . . . . . . . . . . . . . . . . . . . . . . . 4

1st Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

2nd Level . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

3rd level . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

4th level . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

5th Level . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

6th Level . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Magic Books . . . . . . . . . . . . . . . . . . . . . . . . . . 18

Magical Research . . . . . . . . . . . . . . . . . . . . . . . . 19

Evil High Priest Spells Table . . . . . . . . . . . . . . . . . . . . 20

High Priest Spells Table . . . . . . . . . . . . . . . . . . . . . 20

Witch Spells Table . . . . . . . . . . . . . . . . . . . . . . . 21

Additional Spell Descriptions . . . . . . . . . . . . . . . . . . . 22

Maps/Magic Determination . . . . . . . . . . . . . . . . . . . . 25

Magic Items Tables . . . . . . . . . . . . . . . . . . . . . . . 25

Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

Swords . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

Magic Books (As Treasure) . . . . . . . . . . . . . . . . . . . . 39

Miscellaneous Weapons . . . . . . . . . . . . . . . . . . . . . 40

Rings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

Rods, Staves and Wands . . . . . . . . . . . . . . . . . . . . . 42

Miscellaneous Magic . . . . . . . . . . . . . . . . . . . . . . 47

Fabricating Magic Items . . . . . . . . . . . . . . . . . . . . . 62

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SPELLS TABLE:

1st Level 2nd Level 3rd Level


1. Charm Person Arcane Lock Clairvoyance
2. Cure Light Wounds Clairaudience Cure Disease
3. Detect Evil Continual Light Dispel Magic
4. Detect Magic Darkness, 5' Radius Distract
5. Hold Portal Detect Invisible Explosive Runes
6. Light ESP Fire Ball
7. Magic Missile Find Traps Fly
8. Protection from Evil Fortify Growth of Plants
9. Purify Food & Water Hold Person Haste Spell
10. Pyrotechnics Infravision Invisibility, 10' Radius
11. Read Languages Invisibility Lightning Bolt
12. Read Magic Knock Protection/Evil, 10' r.
13. Shield Levitate Protect./Normal Missiles
14. Sleep Locate Object Remove Curse
15. Snake Charm Magic Mouth Rope Trick
16. Speak with Animals Mirror Image Slow Spell
17. Strength Phantasmal Forces Speak with Dead
18. Ventriloquism Silence, 15' Radius Suggestion
19. Web Water Breathing Summon Monsters I
20. Cause Light Wounds* Spoil Food & Water* Cause Disease*

4th Level 5th Level 6th Level


1. Charm Monster Animate Objects Anti-Magic Shell
2. Confusion Cloudkill Blade Barrier
3. Create Water Conjure Elemental Conjure Animals
4. Cure Serious Wounds Contact Higher Plane Control Weather
5. Dimension Door Create Food Disintegrate
6. Extension I Dispel Evil Extension III
7. Fear Extension II Find The Path
8. Hallucinatory Terrain Feeblemind Geas
9. Ice Storm Growth of Animals Legend Lore
10. Invisible Eye Hold Monster Lower Water
11. Massmorph Insect Plague Move Earth
12. Neutralize Poison Magic Jar Part Water
13. Polymorph Others Pass-Wall Projected Image
14. Polymorph Self Summon Monsters III Repulsion
15. Speak With Plants Telekinesis Speak With Monsters
16. Summon Monsters II Teleport Stone to Flesh
17. Turn Sticks to Snakes Transmute Rock to Mud Summon Monsters IV
18. Wall of Fire Wall of Iron Summon Servant/Stalker
19. Wall of Ice Wall of Stone Word of Recall
20. Cause Serious Wounds* Animate Dead* Death Spell*
* Usable by non-player characters (evil), only.

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SPELL DESCRIPTIONS:

1st Level:

Charm Person: This spell will cause the recipient, if he fails his saving throw vs. mag-
ic, to regard the caster as a trusted mentor, friend or ally for an indefinite period. After a
number of days equal to 19 minus the victim’s intelligence score, a saving throw may
be attempted to break the charm. If it fails, then another may be tried in a like number
of days, and so on. Alternatively, a Dispel Magic spell will always break the charm. It is
important to note that the spell does not enable the caster to control the recipient as an
automaton or to successfully order him to perform any actions which obviously contra-
dict any of his previously and strongly held beliefs, loyalties, moral principles or the like.
So, for example, if a witch charms a good prince, she cannot force him to embrace evil
or perform what he would regard as evil acts, but she will cause him to believe that she
herself is not evil, and thus he might be induced to defend her to the death even
against his friends. The spell will work against, humans, demi-humans and humanoids
shorter than Ogre-size. Undead are immune. Range: 120’.

Cure Light Wounds: This spell will restore 2-7 hit points to the target character
during the course of a full turn. Alternatively, it may be cast during surgery, giving
the patient a +10% bonus to his adversity check. A character may be the recipient
of this spell but once per day. Range: touch.

Detect Evil: This spell will detect evil intentions and thoughts or the presence of
an evil object or entity. Duration: 2 turns, Range: 60’.

Detect Magic: This spell will determine whether an enchantment or charm has
been placed on a place, thing or person. It is often used to divine whether a dis-
covered item is magical. Duration: 2 turns, Range: 10’.

Hold Portal: This spell will bar a door, gate or similar. A Dispel Magic or Knock
spell, or a creature with strong magical resistance will negate it. Duration: 2-12
turns, Range: 60’.

Light: This spell will create a 30’ diameter globe of light around the caster, a point
in space or a mobile or immobile object. The light created will not equal full daylight
and thus cannot be used, say, to destroy a Vampire. Duration: 6 turns + 1 turn per
level.

Magic Missile: This spell conjures a magic arrow that will do 2-7 points of damage
if it hits. Those of 6th-10th levels may cast three simultaneous missiles. Those of
11th or higher levels may cast five simultaneous missiles. Chance to hit is com-
puted as for a +1 bow, potentially modified by dexterity. Range: 150’.

Protection from Evil: This spell prevents attacks on the caster from enchanted,
summoned or conjured monsters. As well, it subtracts -1 from the attack rolls of all
evil creatures and gives the caster +1 to his saving throws against the same. Dura-
tion: 6 turns.

Purify Food and Water: This spell makes spoiled or even poisoned quantities of
food or water usable again. These will serve up to a dozen people.
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Pyrotechnics: This spell will produce a small-scale fireworks display from an al-
ready existing fire source—a torch, bonfire or the like—or a temporary 20’ diame-
ter cloud of smoke from the same. Depending on the context the effect might be
delightful, frightening, obscuring, surprising, distracting, etc., but not directly harm-
ful. Duration: 6 turns, Range: 240’.

Read Languages: This spell allows the caster to read an otherwise incomprehen-
sible or indecipherable non-magical language or code. Duration: one or two maps,
scrolls or sets of inscriptions, or perhaps 5% of a book.

Read Magic: This spell allows the caster to initially read and understand the writ-
ings in a magic book or scroll. In the case of a book, this will enable him to attempt
to know the spells contained therein, or in the case of a scroll to use the scroll at a
later time.

Shield: This spell will form a magical barrier around the caster equivalent to armor
class 2 vs. missile attacks and armor class 4 vs. melee attacks. Duration: 2 turns.

Sleep: This spell will put to sleep all of the following within a 30’ area of effect (no
saving throw): 2-16 creatures of up to 1+1 hit dice, 2-12 creatures of up to 2+1 hit
dice, 1-6 creatures of up to 3+1 hit dice and/or 1 creature of up to 4+1 hit dice.
Range: 240’.

Snake Charm: The caster may hypnotically calm any number of snakes—normal
or giant—with maximum collective hit dice equaling the level of the caster. Dura-
tion: 2-12 turns (as long as the caster maintains rough eye contact), Range: 60’.

Speak with Animals: This spell allows conversation between the caster and one
form of animal. The animal or animals will never attack the caster and a positive
reaction may mean that it or they may perform services for him. Duration: 6 turns,
Range: 30’.

Strength: This spell will increase the strength of a willing target by from 2-8 points
if he is a Fighting-Man and from 1-4 points if he is a Thief. Magic-Users will obtain
no benefit. For each additional 2 points increased over a score of 18, an additional
+1 bonus (cumulative with that already granted at 18) will be added to melee dam-
age rolls. After use, the recipient must sleep for a full day. Duration: up to 8 hours.

Ventriloquism: The caster may “throw” his voice such as to make it issue from an
animal, statue, around a corner, etc. If centered on a creature or object, those pay-
ing close attention may notice that the “mouth” is not moving. Duration: 2 turns,
Range: 60’.

Web: This spell produces great sticky webs sufficient to cover an area 10’ x 10’ x
20’. The strands are quite strong, requiring a determined creature a number of
turns equal to 22 minus his strength score to break through. The webs will last for
8 hours under normal conditions but are of course flammable. Range: 30’.

Cause Light Wounds: The mere touch of the caster will inflict 2-7 damage points
over the course of one full turn. A standard attack roll may be required to hit, un-
less the target is unaware, surprised, etc.
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2nd Level:

Arcane Lock: This spell will bar a door, gate or the like for an indefinite period. A
Knock spell will only temporarily negate it. A Magic-User of at least three levels
above the caster may ignore such a lock. Range: touch.

Clairaudience: This spell allows hearing at a distance. It is blocked by more than


two feet of stone or by a thin coating of lead. Note that it can be cast through a
Crystal Ball. Duration: 12 turns, Range: 60’.

Continual Light: Similar to a light spell but with these differences: It has an area
of effect of a 240’ diameter sphere, may not be cast on a mobile object and lasts
permanently unless dispelled or countered with a Darkness spell or similar. Range:
120’.

Darkness, 5’ Radius: This spell causes complete and utter darkness—sufficient


even to block the sight of monsters that may normally see in the dark—within an
area 10’ x 10’ x 10’. A Light spell will counter it, and vice versa. Duration: 6 turns,
Range 120’.

Detect Invisible Creatures or Objects: This spell will reveal invisible (but not
hidden) entities or items. Duration: 6 turns, Range: 10’ per level of the caster.

ESP: This spell allows the caster to read the thoughts of most creatures (at least
those that have thoughts). It will be blocked by more than two feet of stone or by a
thin coating of lead. If the caster does not understand the target’s language, the
emanations will be quite general. Duration: 12 turns, Range: 60’.

Find Traps: The spell allows the caster to detect any mechanical or magical trap
within 30’. Duration: 2 turns.

Fortify: This spell will give a bonus of +1 to the morale and attack rolls of all allied
creatures within an area 50’ x 50’. Duration: 6 turns.

Hold Person: This spell will completely immobilize 1-4 persons in the caster’s
area of vision at a distance of up to 180’ (saving throw allowed). If the caster
chooses to target but one person, the saving throw against the spell will be made
at a -2 penalty. Duration: 9 turns.

Infravision: This will allow a willing recipient to see up to 60’ in pitch darkness.
Duration: 1 day.

Invisibility: This spell may be cast on a willing recipient and lasts until he chooses
to break it, or until he attacks or is attacked. Range: 240’.

Knock: This spell will open all doors, even if locked, secret, magically held, etc.
Range: 60’.

Levitate: This spell may lift the caster at a speed of 60’ per turn up to a total
height equal to his level x 20’. The spell does not enable lateral movement per se
but the caster may use his hands to pull himself along the ceiling, etc. Duration: 6
turns plus the level of the caster.
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Locate Object: The caster will be informed of the direction of a known item or a
specific sort of object—a sword, a stairway upward, a doorway, etc. Range: 60’
plus 10’ per level of the caster. The thing sought must be within that range.

Magic Mouth: This spell will enchant an inanimate mouth such as that of a statue,
or will create a temporary magical mouth on a wall, pillar, etc. When triggered, the
mouth will utter a one-time message of up to twenty-five words. The caster may
designate a necessary condition or set of conditions for the mouth to be triggered,
subject to the approval of the referee. For example: “Speak at exactly midnight
during the next full moon/when a beautiful woman comes within five paces/when
my friend Casimir returns,” etc.

Mirror Image: This spell will create 1-4 images that will look, move and act in a
manner identical with the caster. Any attempted melee attack or successful missile
attack against an image will dispel that image. Duration: 6 turns.

Phantasmal Forces: The caster may create the visual illusion of virtually anything
he can imagine in a two-dimensional space with an area of up to 40’ x 30’. The
illusion may be maintained indefinitely by concentration but will vanish if touched.
Range: 240’.

Silence, 15’ Radius: This spell may be cast on a stationary point or object, or on
the caster and his party to move with them. It will completely suppress all sounds,
including the spoken words required to cast spells. The caster may cancel the
spell at any time. Duration: 12 turns, Range: 180’.

Water Breathing: This spell allows the chosen recipient to breathe normally un-
derwater. Duration: 12 turns, Range: 30’.

Spoil Food & Water: The reverse of Purify Food & Water.

3rd Level:

Clairvoyance: This spell allows seeing at a distance. It will be blocked by more


than two feet of stone or by a thin coating of lead. Like Clairaudience it can be cast
through a Crystal Ball. Duration: 12 turns, Range: 60’.

Cure Disease: This spell will cure any form of disease.

Dispel Magic: This spell can permanently dispel most enchantments, though it
affects magic items and the like only temporarily. If the dispeller is of a lower level
than the original caster, then the chance of success is expressed as a percentage
determined by dividing the level of dispeller by the level of the original caster. Du-
ration (if cast on a magic item): 1 turn, Range: 120’.

Distract: This spell inflicts a -1 penalty to the saving throws of all creatures within
an area 20’ x 20’. If cast by an Archimagus or a Wizard, the penalty will be -2. Du-
ration: 2 turns (including the turn in which it was cast). Range 30’.

Explosive Runes: These may be placed on a book, map or scroll. If anyone other
than the caster reads them, they will explode, doing three dice of damage to the
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reader (no saving throw) and destroying the object they were placed upon. A Mag-
ic-User of at least two levels above the original caster will have a 50% chance of
noticing the runes and a 75% chance of succeeding in removing them. They can
also, of course be removed by the original caster whenever he desires.

Fire Ball: A hurled fire ball will tend to explode in a 40’ diameter sphere, doing as
many dice of damage to those inside as the level of the caster (a successful sav-
ing throw indicates half damage). The caster should always be aware that the blast
naturally shapes itself to the area concerned in order to affect a similar volume of
space. Range: 240’.

Fly: This spell allows the caster to fly through the air at a move rate of 12. Dura-
tion: 1-6 turns plus 1 turn per level of the caster.

Growth of Plants: This spell will cause an area of normal brush or woods with an
area of up to 30’ x 30’ to become overgrown and virtually impassable. Duration:
until dispelled, Range: 120’.

Haste: This spell will enable up to 24 creatures in a 60’ x 120’ rectangle to move at
twice their usual rate and attack/defend at +2. A Haste spell may counter a Slow
spell and vice versa. Duration: 3 turns, Range: 240’.

Invisibility, 10’ Radius: This spell may be cast on a multiple group of persons and
will last for each until he chooses to break it, or until he attacks or is attacked.
Range: 240’.

Lightning Bolt: A lightning bolt will affect all creatures in a line 60’ x 8’, doing as
many dice of damage as the caster’s level (a successful saving throw indicates
half damage). If there isn’t space to allow a full 60’ extension, the bolt will double
back. Range: 240’.

Protection from Evil, 10’ Radius: This spell will prevent attacks from enchanted,
summoned or conjured monsters on those within a circle centered on the caster.
As well, it subtracts -1 from the attack rolls of all evil creatures and gives those
protected +1 to their saving throws against the same. Duration: 12 turns.

Protection against Normal Missiles: This spell will completely protect the target
from normal-sized non-magical missiles such as arrows or bolts. Duration: 12
turns, Range: 30’.
Remove Curse: This spell will remove one curse from a creature or object.

Rope Trick: This odd but useful spell begins by enabling the caster to toss a
length of magical rope 6’ to 24’ in the air where it will hang taught from an invisible
point in space. The caster and up to three companions may then climb the rope
and retreat into an extra-dimensional space where they may safely hide for up to 6
turns plus 1 turn per level of the caster. The rope will remain in physical space
unless or until it is tampered with or removed, etc. Characters emerging from hid-
ing without the rope will of course fall the appropriate distance.

Slow: This spell will slow up to 24 creatures in a 60’ x 120’ rectangle such that
they will move at only half their usual rate (saving throw allowed) and at-
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tack/defend at a -2 penalty. A Slow spell may counter a Haste spell and vice versa.
Duration: 3 turns, Range: 240’.

Speak with Dead: The caster may communicate with a dead person or creature,
provided there is a body (or at least a skeleton) available. The spell generally only
works on beings that have been dead 1-4 days, though an Archimagus or Wizard
may communicate with those dead for 1-4 months. Up to three questions may be
asked, and the responses will most likely be in riddles. Note that only evil or neu-
tral beings may be conversed with. Good beings will have already passed on to
another place where they will no doubt have better things to do than banter with
inquisitive Magic-Users.

Suggestion: Using this spell, a hypnotic suggestion is imparted to the target (sav-
ing throw allowed) that may be carried out at any point within a week’s time ac-
cording to the instructions of the caster. This may very well end up having a harm-
ful effect but the Suggestion itself may not be obviously or directly harmful.

Summon Monsters I: The caster summons one or more monsters to faithfully


serve him—attacking his enemies or performing some other task. The type and
number of monster will be determined randomly but will include 1-6 creatures from
Monster Level Tables A or B, or 1-3 creatures from Monster Level Table C. Note
that there is at least the possibility that the particular arrivals may very well be in-
appropriate or ineffective given the situation. The monsters take 1 turn to arrive
and will stay for up to 6 turns.

Cause Disease: This spell will cause the victim to contract a randomly determined
serious disease (saving throw allowed).

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4th Level:

Charm Monster: If the target creature fails its saving throw, it will come under the
influence of the caster in a manner identical to a Charm Person spell. A check to
break the Charm will be made weekly, with possible success determined by the
creature’s hit dice:

Hit Dice Chance of Breaking Charm


Under 2 5%
2-4 10%
5-7 20%
8-10 40%
11 and up 80%

Of course a Charm may also always be dispelled. Range: 120’.

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Confusion: This spell will affect up to 2-12 enemy creatures (rolled secretly by the
referee and determined randomly). Creatures of 2 hit dice or fewer are affected
immediately, while those of 3 or more hit dice are affected in a number of turns
equal to the score on a twelve-sided die less the level of the caster. Only creatures
with 4 or more hit dice are entitled to saving throws. These are made each turn and
determine only whether or not the creature will be affected in that turn. Affected
creatures roll two dice each turn to determine their actions: attack the caster’s party
(2-5), do nothing (6-8) or attack each other (9-12). Duration: 12 turns.

Create Water: This spell creates water sufficient to supply two-dozen men and
two-dozen horses for one day. It must be consumed on the day it is created.

Cure Serious Wounds: This spell will restore 4-14 hit points to the target charac-
ter during the course of one full turn. Alternatively, it may be cast during surgery,
giving the patient a +10% bonus to his adversity check. A character may be the
recipient of a Cure Wounds spell (Light or Serious) but once per day. Range:
touch.

Dimension Door: This spell allows a willing recipient to teleport up to 360’ in any
direction (including up or down). The recipient will appear exactly where the caster
calls, e.g. 150’ northeast and 20’ up. Materializing within a solid wall or beneath
the ground will result in death, but the existence of a smaller object or creature at
the targeted spot will merely cause the recipient to conform himself around it—he
might arrive sitting in a chair or hugging a Goblin, etc.

Extension I: This useful spell increases the duration of any 1st through 3rd level
spell by 50%.

Fear: Within the area of effect—a cone projecting 60’ from the user with a perpen-
dicular base of 30’—all that fail their saving throws vs. magic must flee in fear for 6
turns. There is a 50% chance that fleeing creatures will drop any items they had in
hand. Range: 240’.

Hallucinatory Terrain: By means of this spell a large item of terrain—a hill,


swamp, forest, etc.—may be concealed or caused to appear as something else.
The spell lasts until an enemy makes contact with the affected area. Range: 240’.

Ice Storm: Via this spell a hailstorm of short duration but tremendous force is cre-
ated within an area 30’ x 30’. All those within take three dice of damage (no saving
throw). The spell may only be cast outdoors. Duration: 1 turn. Range: 120’.

Invisible Eye: This spell creates an invisible “eye”, linked so as to function as the
eye of the caster that he can direct at will. It may travel up to 240’ away from the
caster at a Move rate of 12. It may go under doors, through large keyholes, etc.,
but cannot penetrate solid material. Duration: 6 turns.

Massmorph: Up to 100 man-sized creatures may be disguised as a grove of


trees. Contact will not dispel this multi-sensory illusion. Range: 240’.

Neutralize Poison: This spell serves as an antidote to any kind of poison. How-
ever, it will not revive a character that has already been killed by poison.
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Polymorph Others: This spell will trans-
form a willing or unwilling target into any
creature the caster desires (saving throw
allowed if unwilling), the effect being
permanent unless or until dispelled. The
victim will take on most of the characteris-
tics and abilities of the new creature,
though his offensive combat capabilities
will not be more than those of his old self
and his defensive combat capabilities will
be at least those of his old self. Because
of this, polymorphing, say, a Goblin into a
Red Dragon would not be wise. On the
other hand, polymorphing a Hill Giant into
a mosquito would render the Hill Giant
harmless but the mosquito would be
tough to kill (having 8 hit dice, an armor
class of 4 and a base move of 12!).
Range: 60’.

Polymorph Self: The caster may change himself into


any creature he desires. He acquires most abilities of
the creature, though not those pertaining to magic or
combat. Duration: 6 turns plus 1 turn per level of the
caster.

Speak with Plants: This spell allows the caster to con-


verse with grasses, flowers, trees, etc., as well as ena-
bling him to issue easily performed commands to
them—inviting them to part in order to allow passage,
etc. Duration: 6 turns, Range: 30’.

Summon Monsters II: Identical to Summon Monsters I,


except that 1-2 creatures from Monster Level Tables 1
or 2 will appear.

Turn Sticks to Snakes: By means of this spell the


caster may turn up to 2-16 sticks into normal-sized
Snakes (see Vol. 2) with a 50% chance for each one
that it will be poisonous. Duration: 6 turns, Range: 120’.

Wall of Fire: This spell creates a wall of fire in the form of a plane with an area of
up to 60’ in width by 20’ in height, or a circle with an area of up to 30’ diameter and
20’ in height. The wall is effectively opaque and creatures of fewer than 4 hit dice
will refuse to pass through it. More powerful creatures that attempt to penetrate
the wall will take one die of damage (two dice if they are Undead). The spell lasts
for as long as the caster concentrates on it. Range: 60’.

Wall of Ice: This spell creates a wall of ice in the form of a plane with an area of
up to 60’ in width by 20’ in height or a circle with an area of up to 30’ diameter and
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20’ in height. The wall is opaque and creatures of fewer than 4 hit dice will refuse
to pass through it. More powerful creatures that attempt to penetrate the wall will
take one die of damage (two dice if they are fire-using monsters). The spell lasts
for as long as the caster concentrates on it. Range: 120’.

Cause Serious Wounds: The mere touch of the caster will inflict 4-14 hits on a
victim over the course of one full turn. A standard attack roll may be required to hit,
unless the target is unaware, surprised, etc.

5th Level:

Animate Objects: This spell temporarily vivifies physical objects. It can be used
for any purpose, though it will usually be invoked in combat situations. Up to one
large, two man-sized or four small items can be made to come to life, with recom-
mended attack, defense and movement capabilities as outlined below:

Hit Armor
Item # Dice Class Move Attacks
Chair 2 2 7 15 Batter (one die)
Rug 2 4 8 3/12 Trip, Smother
Statue, large 1 8 2 3 Batter (four dice/2 turns)
Statue, man-sized 2 4 2 3 Batter (two dice/2 turns)
Tapestry 1 4 6 3/6 Immobilize, Smother
Weapon 4 1 5 3/12 Slash, Stab (one die)

A rug will trip any creatures standing upon it (saving throw allowed), and may then
make a flying attack, attempting to smother the target—a successful attack does
one die of damage on the first turn, and one automatic die of smothering damage
each additional turn until either the rug or it victim expires. A tapestry will immobi-
lize all of those covered or enfolded by its dimensions (saving throws allowed) for
2-5 turns, or it may attempt to smother one target as a rug. And so on. Duration: 6
turns, Range: 60’.

Cloudkill: This spell creates a 30’ diameter cloud of poisonous vapors that will
slay creatures of fewer than 5 hit dice (no saving throw). The cloud will float direct-
ly away from the caster at a move rate of 6 unless its course is altered by the wind.
It may be dispelled by strong winds or broken by thick tree growth or similar ter-
rain. Duration: 6 turns.

Conjure Elemental: This spell will conjure and control an Air, Earth, Fire or Water
Elemental—all detailed in Vol. 2. The caster must maintain total concentration on
the extremely dangerous and volatile creature (any successful attack will break
that concentration) or the Elemental will almost certainly turn on him. Duration:
until dispelled, the caster’s concentration is broken or the Elemental is directed
home, Range: 240’.

Contact Higher Plane: This spell allows one to seek information concerning
earthly affairs from strange beings inhabiting higher planes of existence. Questions
will generally be answered by a simple “yes” or “no” with the occasional “perhaps”,
“unknown” or “irrelevant” thrown in—especially likely for those queries deemed
13
excessively vague, subjective or philosophical. The higher the plane the greater
the chance that the Magic-User will go temporarily insane—usually after only one
question—for a number of weeks equal to the number of the plane contacted. In
addition, the mind-bending weirdness of the process is such that there is almost
always at least a small chance that the questioner will fall into a fatal coma (with
no saving throw and no means of reversal except perhaps with a Wish).
# of Chance of Chance of Chance of
Plane Questions Knowing Veracity Insanity Death
3rd 3 55% 70% 5% —
4th 4 60% 75% 10% 1%
5th 5 65% 75% 15% 1%
6th 6 70% 80% 20% 2%
7th 7 75% 85% 25% 2%
8th 8 80% 85% 30% 3%
9th 9 85% 90% 35% 3%
10th 10 90% 90% 40% 4%
11th 11 95% 95% 45% 4%
12th 12 95% 99% 50% 5%

Create Food: This spell creates food sufficient for two-dozen men and two-dozen
horses for one day. It must be consumed on the day it is created.

Dispel Evil: This spell allows the caster to dispel any evil sending or spell—either
a summoned evil creature or any summoned creature impelled to perform evil
deeds. Range: 30’.

Extension II: This spell increases the duration of any 4th level spell by 50%.

Feeblemind: This spell works only against Magic-Users. It will cause the target to
become feebleminded until the spell is countered with a Dispel Magic. Saving
throws against the spell are made at a -4 penalty. Range: 240’.

Growth of Animals: This spell causes 1-6 normal creatures, such as insects,
mammals, reptiles, etc. to grow to giant size. Combat capabilities will be increased
proportionately. Duration: 12 turns, Range: 120’.

Hold Monster: This spell completely immobilizes 1-4 monsters of any type in the
caster’s area of vision at a distance of up to 180’ (saving throw allowed). If the
caster chooses to target but one monster, the saving throw against the spell will be
made at a -2 penalty. Duration: 6 turns plus 1 turn per level of the caster.

Insect Plague: By means of this spell, the caster summons a cloud of insects that
will swarm an area roughly the size of two football fields. The insects will not be
directly harmful, but vision within the cloud will be limited to 30’ and all creatures
with less than 3 hit dice will immediately flee the area in panic. The caster may
direct the plague where he desires up to the range of the spell. Note that Insect
Plague may only be cast above ground. Duration: 1 day, Range: 480’.
14
Magic Jar: The caster removes his soul to a hollow inanimate object—a box, vase
tree or even a rock containing some kind of cavity—within 30’. From there he may
attempt to introduce his soul into the body of any other creature within 120’ of the
vessel. If successful (saving throw allowed), the Magic-User may stay in the crea-
ture’s body for up to one day until another saving throw is made, and so on for
each day. If initially unsuccessful or if he is forced to leave, he must remain in or
return to the jar (if it is still within 120’) from whence he may either return to his
own body (if it still within 30’) or attempt another possession. If the body of the
caster is at any point destroyed, he must remain in the jar or in a possessed body,
where he will then live out a dull and/or short existence. If a possessed body is
destroyed, the Magic-User must return to the jar. If the jar is destroyed while the
Magic-User is occupying it, or if forced to “move” while out of range of the jar, he
will instantly die.

Pass-Wall: This spell opens up a man-sized hole or tunnel through up to 10’ of


solid rock, wood or other otherwise impassable material. Duration: 3 turns, Range:
30’.

Summon Monsters III: Identical to Summon Monster II, except that 1-2 creatures
from Monster Level Tables 3 or 4 will appear.

Telekinesis: This spell allows the caster to move objects or creatures merely by
exercising his will. The weight of the objects moved may be as much as 20 lbs. per
level of the caster. A creature is entitled to a saving throw. Duration: 6 turns.
Range: 120’.

Teleport: This spell instantly transports the caster to any location desired, even,
say, somewhere thousands of miles away, as long as the destination features
some kind of solid surface to greet his arrival. However, use of the spell can be
extremely risky, due to the dangers generated by possibly arriving off target:

Chance of Teleporting
On
Destination Area Is Low Random Target Similar High
Very Familiar — 01 02-98 99 00
Studied Carefully 01 02-03 04-96 97-98 99-00
Seen Casually 01-02 03-06 07-92 93-96 97-00
Viewed Once 01-04 05-12 13-80 81-92 93-00
Never Seen 01-08 09-24 25-69 70-84 85-00

Low: The caster finds himself entombed within a solid, thus causing instant death.
Random: The caster appears safely at a location up to 10% of the total distance
traveled away from the desired location. (If the caster were attempting to teleport
to a location 1000 miles away, he would instead arrive at a random spot 1-100
miles away from the desired location.)
On Target: The caster arrives safely at his destination.
Similar: The caster arrives safely at some similar location. This may or may not be
at a distance—perhaps even a great distance—from the desired location.
High: The caster appears 10-100 feet in the air above the desired location.
15
Transmute Rock to Mud: This spell will affect a volume of up to 100,000 cubic
feet of rock—a cube 50’ on a side, a 100’ x 100’ square with a height of 10’, etc.—
transforming it into mud. It may be negated if an identical spell is immediately cast
(the rock will be instantly restored to its formal shape and integrity). The water
comprising the mud will naturally evaporate or drain in 3-18 days, though the re-
sulting volume of dirt will hardly be identical to the originally existing mountain face,
stone plateau, castle wall, etc. Those suddenly caught in the gook, of normal hu-
man weight or higher, and that have no extraordinary means of escape via levita-
tion flight, teleportation or similar, will have a chance of drowning according to the
following table:

Encumbrance/Armor Chance of Drowning Must Remove Armor?


Super-Heavy 90% Yes
Heavy or Plate 50% Yes
Medium or Mail 30% Yes
Light 05%
Unencumbered Nil
Those not drowned will still have their movement rate slowed by 90%. Range: 120’.

16
Wall of Iron: This spell creates an iron wall, three inches thick, with a maximum
surface area of 50 square feet. Duration: 12 turns, Range: 60’.

Wall of Stone: This spell creates a 100 square foot stretch of wall, two feet thick.
It will last until destroyed or dispelled. Range: 60’.

Animate Dead: This evil spell creates Skeletons or Zombies from available re-
mains. Maximum number created = 1-6 for each level of the caster above 8th.
They will persist until slain or dispelled.

6th Level:

Anti-Magic Shell: This spell will create a shell around the caster that will prevent
all spells or magical effects from penetrating it in both directions. Duration: 12
turns.

Blade Barrier: This spell will create a whirling barrier of knives and razors enclos-
ing a spherical area with a diameter of 30’. Any creature attempting to pass
through it will take 12-48 hits of damage. Duration: 12 turns, Range: 60’.

Conjure Animals: This spell will conjure 1 large animal (Cave Bears, Wooly Rhi-
nos, Titanotheres, Mastodons or Mammoths), 3 medium-sized animals (Dire
Wolves, Lions, Bears or Giant Hogs) or 6 small animals (Wolves, Crocodiles, Giant
Weasels) that will obey the commands of the caster. Duration: 10 turns, Range: 30’.

Control Weather: By use of this spell, the caster may create or cancel rain, alter
temperatures to extreme (though natural) levels, create or negate tornadoes, hurri-
canes or other storms, and so on.

Disintegrate: This spell will reduce any reasonably sized creature or non-magical
non-living object such as a dragon, giant, tree, boulder, cottage, section of wall,
etc. to dust. Living creatures are allowed a saving throw versus magic. Range: 60’.

Extension III: This spell increases the duration of any 5th level spell by 100%.

Find the Path: This spell will enable the caster and his party to find the shortest or
quickest way out of a trap, maze or dungeon, or will guide them out of being lost in
the wilderness. Duration: 1 day if outdoors, or 6 turns plus 1 turn per level of the
caster if underground.

Geas: The Magic-User may compel the target to perform some task or duty (sav-
ing throw allowed). Deviating from or simply ignoring a Geas will bring on increas-
ing weakness eventually resulting in death. Duration: until the task is completed,
Range: 30’.

Legend Lore: The caster may gain knowledge—often expressed in a riddle, poem
or similar—of any authentically legendary item, place or person that he specifies.
Overall casting time will be 1-100 days.

Lower Water: This spell will cause the water in a section of river, small lake or
similar to drop to one-half of its depth. Duration: 10 turns, Range: 240’.

17
Move Earth: By use of this spell, hills, ridges or other similar items of terrain may
be moved at a rate of 60’ per turn. This spell will take 1 turn to go into effect. Dura-
tion: 6 turns, Range: 240’.

Part Water: This spell will part water up to 120’ in depth. Duration: 6 turns, Range:
120’.

Projected Image: The caster projects an image of himself up to 240’ away. All
spells will appear to originate from that source. Missiles or spells directed at the
image will appear to pass through it or have no effect. Duration: 6 turns.

Repulsion: All failing their saving throw must move as fast as possible away from
the caster for the duration of the spell. Duration: 6 turns. Range: 120’.

Speak with Monsters: This spell will allow the caster to converse with any mon-
ster. Whether or not the monster will actually be interested in communicating will
be up to the monster. Duration: 3-12 questions. Range: proximity.

Summon Monsters IV: Identical to Summon Monsters III, except that 1 creature
from Monster Level Tables 5 or 6 will appear.

Stone to Flesh: This spell will free those that have been turned to stone. Range:
120’.

Summon Aerial Servant or Invisible Stalker: This spell summons the desired
creature from the Ethereal Plane. See Vol. 2 for characteristics and effects.

Word of Recall: Uttering this spell will instantly remove the caster to the safety of
a previously visited and designated place (perhaps hundreds or even thousands of
miles away). Only one such location may be chosen and preparing it requires a
ritual of no less than a day’s duration. The location may be changed only if the
ritual is again performed at both the old and the new location.

Death Spell: This horrible spell instantly slays 2-16 creatures of fewer than 7 hit
dice within an area 60’ x 60’. There is no saving throw. Range: 240’.

MAGIC BOOKS:

As explained in Vol. 1, each Magic-User begins the game with a Magic Book con-
taining 1-9 spells. A Magic Book may contain up to 12 spells of a particular level.
Upon finding another Magic Book or scroll, a Magic-User has the option of copying
the new spells contained therein into one of his own books, as long as he does not
exceed the 12-spell limit. Even “blank” spell books are fabulously rare and expen-
sive items, requiring the finest parchment or paper and specially crafted bindings.
Additional blank books and the appropriate ink and other supplies necessary to
inscribe spells into them may be created or purchased at a cost of 2,000 Silver
Pieces for a book capable of containing 1st level spells, 4,000 Silver Pieces for a
book capable of containing 2nd level spells, 8,000 Silver Pieces for a book capable
of containing 3rd level spells, and so on. Reading or rereading a spell from a book
is necessary in order to internalize the magical energies of the spell and thus tem-
porarily “memorize” the spell for casting. However, Magic-Users that know a par-
18
ticular spell are assumed to have permanently memorized the written words of that
spell. Thus, if a spell-caster ever loses his book or books, he may rewrite the
spells that he knows into a new book or set of books, assuming he has the neces-
sary books or has the funds necessary to obtain them.

MAGICAL RESEARCH:

There may come a time when a Magic-User wishes to create his own spells (the
form, nature and appropriate level being subject to the approval of the referee).
Researching a new spell will cost a minimum of 1,000 Silver Pieces per spell level.
For each 1,000 per spell level committed there is a 10% cumulative chance (90%
maximum) that the research will succeed. Of course the Magic-User may still not
exceed the maximum number of spells that can be known per level as determined
by his intelligence score.

REFEREE NOTES:

19
EVIL HIGH PRIEST SPELLS TABLE:

1st Level 2nd Level 3rd Level


1. Cause Light Wounds Find Traps Cause Disease
2. Darkness* Hold Person Continual Darkness*
3. Detect Magic Silence, 15' Radius Detect Good*
4. Snake Charm Locate Object Minor Curse*
5. Speak with Animals Spoil Food & Water Speak with Dead

4th Level 5th Level 6th Level


1. Finger of Death* Animate Dead Astral Spell*
2. Cause Serious Wounds Commune* Control Weather
3. Create Water Create Food Death Touch*
4. Energy Drain* Earthquake* Speak with Monsters
5. Summon Divine Aid* Insect Plague Symbol*
6. Speak with Plants Sphere of Protection* Word of Power*
7. Turn Sticks to Snakes Wind Walk* Word of Recall

HIGH PRIEST SPELLS TABLE:

1st Level 2nd Level 3rd Level


1. Detect Evil Continual Light Cure Disease
2. Detect Magic Find Traps Protection/Evil, 10' r.
3. Light Hold Person Remove Curse
4. Purify Food & Water Locate Object Speak with Dead
5. Snake Charm Silence, 15' Radius Turn Undead*

4th Level 5th Level 6th Level


1. Create Water Commune* Astral Spell*
2. Cure Serious Wounds Create Food Control Weather
3. Neutralize Poison Dispel Evil Part Water
4. Restoration* Earthquake* Speak with Monsters
5. Speak with Plants Heal* Symbol*
6. Summon Divine Aid* Sphere of Protection* Word of Power*
7. Turn Sticks to Snakes Wind Walk* Word of Recall

* Additional spells not on the standard list for Magic-Users. See below for de-
scriptions.

20
WITCH SPELLS TABLE:

1st Level 2nd Level 3rd Level


1. Cause Blindness* Clairaudience Clairvoyance
2. Cause Deafness* Detect Invisible Curse*
3. Change Self* ESP Fire Ball
4. Detect Magic Hold Person Growth of Plants
5. Evil Charm* Infravision Hypnotic Pattern*
6. Hold Portal Invisibility Lightning Bolt
7. Magic Missile Knock Protect./Normal Missiles
8. Misdetection* Locate Object Slow
9. Sleep Silence, 15' Radius Speak with Dead
10. Speak with Animals Water Breathing Wall of Fog*

4th Level 5th Level 6th Level


1. Cause Serious Wounds Feeblemind Anti-Magic Shell
2. Charm Monster Growth of Animals Conjure Demon*
3. Confusion Hold Monster Contact Demon*
4. Energy Drain* Insect Plague Control Weather
5. Hallucinatory Terrain Sphere of Protection* Geas
6. Ice Storm Telekinesis Illusory Item*
7. Polymorph Self Teleport Legend Lore
8. Speak with Plants Teleport Repulsion
9. Wall of Fire Transmute Rock to Mud Speak with Monsters
10. Wall of Ice Wall of Stone Word of Recall

21
ADDITIONAL SPELL DESCRIPTIONS:

Astral Spell: The caster may detach his spirit from his body and send it elsewhere
where it will be undetectable. He may cast non-offensive spells in such a state but
there is a 20% chance of failure and a 10% chance that the caster must return to
his body. If while in astral form his body is destroyed or moved beyond the spell
range, he will die upon attempting to return.

Outdoors Underground
Duration 8 hours 12 turns
Range 100 miles 240’
Move Rate 100 miles/hour 12

Cause Blindness: This spell will cause the target to lose his sight (saving throw al-
lowed). The Witch may remove the condition at will, or it may be dispelled. Range: 120’.

Cause Deafness: As Cause Blindness, but affects hearing.

Change Self: This spell will enable the Witch to appear to be any sort of human,
demi-human or humanoid creature (in terms of age, sex, physical build, etc.) of
roughly the same size (no more than 20% variance in height). It generally cannot
be used to imitate a particular person except in special circumstances—at a dis-
tance, under low light, etc. Duration: 24 turns.

Commune: This spell allows the caster to ask up to three questions of his deity.
Veracity will be almost total within the scope of the god or demi-god’s competence
or knowledge. Commune may only be cast once per week, and after each instance
the caster must rest for three days.

Conjure Demon: As Conjure Elemental, but the Demon will have 12 hit dice, inflict
3-18 hit of damage, have an armor class of 5 and a move rate of 18.

Contact Demon: As Contact Higher Plane.

Continual Darkness: Similar to a Darkness spell but with these differences: It has
an area of effect of a 240’ diameter sphere, may not be cast on a mobile object
and lasts permanently unless dispelled or countered with a Light spell or similar.
Range: 120’.

Curse: If the target fails his saving throw, the Witch may inflict an uncomfortable,
annoying or potentially harmful (though not inevitably deadly) condition on the tar-
get. It will last until a Remove Curse spell is used, the Witch decides to lift the
curse, or a condition specified by the Witch is fulfilled.

Death Touch: This spell slays the target outright with no saving throw. Casting the
spell in a combat situation requires a successful “to hit” roll. Range: touch.

Detect Good: This spell will detect strongly virtuous intentions and thoughts or the
presence of a supernatural or enchanted object or entity allied with Law. Duration:
2 turns, Range: 60’.

22
Dispel Good: This spell will dispel summoned or enchanted creatures allied with
Law.

Earthquake: This will create a local earthquake in a “donut” beginning 20’ away
from the caster and extending out to a radius of 300’. Small buildings or dwelling
will be toppled. Walls, palisades and ramparts will be dislodged and weakened.
And so on. Crevices will appear in the earth that will swallow 1 in 6 creatures with-
in the area of effect (saving throw allowed for those with 5 or more hit dice).

Energy Drain: Drains one level with no saving throw. Range: 120’.

Evil Charm: As Charm Person but the target will be -2 on his saving throw. Also,
the target must look the Witch in the eyes. Range: 80’.

Finger of Death: This spell will instantly slay any creature unless a saving throw is
made. Range: 120’.

Heal: This spell may be used on any living human or demi-human creature, even a
creature at zero hit points. The subject will fall into a deep sleep for one full day.
Upon waking, all hit points will be restored and he will be cured of any disease or
similar natural affliction such as blindness, deafness, paralysis, etc.

Hypnotic Pattern: This spell creates a pattern of gently swirling colors that will
cause all creatures within the area of effect that view it to fall into a motionless
trance (saving throw allowed). Duration: as long as the Witch concentrates plus 4-
9 turns. Area of Effect: a half circle with a radius of 60’.

Illusory Item: This spell enables the Witch to create physical items that will have a
temporary existence. Up to 30 lbs. worth of items may be created per day, and
they will last for 14 days plus or minus up to 13 days based on the hardness of the
item or items (a diamond will last for only 1 day, while a pillow will last for 27 days).

23
Minor Curse: This will give a -1 penalty to the attack and morale rolls of all ene-
mies within a radius of 360’.

Misdetection: This spell, often cast discreetly, will cause any Detect Magic or
Detect Evil spell to give a false result. Duration: 13 turns. Range: 30’.

Quest: This is similar to the 6th level Magic-User spell Geas, except that failure to
carry out the service will result in a curse.

Restoration: Restores one lost life level. The caster must then rest for 2-20 days.

Sphere of Protection: As the 6th level Magic-User spell Blade Barrier, but the
barrier will be a swirl of stars, or pitch black or invisible, etc., at the referee’s dis-
cretion.

Summon Divine Aid: This will summon 1-6 creatures in a manner identical to a
Summon Monster spell. The creatures will be appropriate to the deity in question
and may have up to 6 hit dice.

Symbol: The caster may inscribe a rune—peculiar and appropriate to his deity—
on an object or surface. All those of opposite alignment or of hostile intent that
read, touch or pass by it will be affected with no saving throw. Possible runes in-
clude:

Fear: As the 5th level Fear spell.


Discord: Will persist for 1 day.
Sleep: As the 1st level Magic-User spell, but will affect double
the number of creatures.
Stun: 2-20 turns.
Temporary Insanity: Will persist for 1-6 days (saving throw allowed).

Turn Undead: By means of this spell a High Priest may Turn Undead as a 14th+
level character with a +2 wisdom bonus, whatever his actual level or wisdom
score.

Wall of Fog: This spell creates a 60’ diameter wall of fog that will float directly
away from the caster at a move rate of 6 unless its course is altered by the wind. It
may be dispelled by strong winds or broken by thick tree growth or similar terrain.
Duration: 6 turns.

Wind Walk: This spell allows the caster and if desired, one companion, to stride
rapidly through the wind and clouds at a move rate of 48. Duration: 1 day maxi-
mum.

Word of Power: This will affect all creatures within a 30’ radius. Those of under
5th level will be killed (or, for High Priests, fall asleep). Those of 5th-8th levels will
be stunned for 2-20 turns, and those of 9th-12th levels will be deafened. There is
no saving throw.

24
MAPS/MAGIC DETERMINATION MAGIC ITEMS
Roll on Roll on
100% Dice 100% Dice
01-75 Magic Item 01-24 Potions
76-00 Treasure Map* 25-43 Scrolls
44-62 Swords
* Roll one-ten sided die to deter- 63-76 Armor
mine Treasure Class, then roll 77-81 Magic Books
percentile dice to determine dis- 82-86 Miscellaneous Weapons
tance in miles. 50% of the time it 87-91 Rings
will be guarded by a monster of 92-95 Rods, Staves and Wands
the appropriate terrain type. 96-00 Misc. Magic (Roll 100%
Dice for Table)

POTIONS:
01-03 Animal Control 49-52 Heroism
04-06 Clairaudience 53-55 Human Control
07-09 Clairvoyance 56-58 Invisibility
10-12 Delusion 59-62 Invulnerability
13-15 Diminution 63-65 Levitation
16-18 Dragon Control 66-68 Longevity
19-21 ESP 69-71 Oil of Etherealness
22-24 Extra-healing 72-75 Oil of Slipperiness
25-28 Fire Resistance 76-78 Plant Control
29-31 Flying 79-82 Poison
32-34 Gaseous Form 83-85 Polymorph Self
35-37 Giant Control 86-89 Speed
38-41 Giant Strength 90-92 Super-heroism
42-44 Growth 93-95 Treasure Finding
45-48 Healing 96-00 Undead Control

25
SCROLLS:
01-30 1 Spell* 61-70 Protection: Elementals
31-45 3 Spells* 71-80 Protection: Lycanthropes
46-50 7 Spells* 81-90 Protection: Magic
51-60 1 Curse 91-00 Protection: Undead

* Roll a die to determine the level of the spell or spells on each scroll (for reasons
involving the arcane frequencies of magic, multiple spells on a single scroll will
all be of the same level). Then roll a twenty-sided die to determine the identity of
each spell.

SWORDS:
01-14 Cursed Sword -2
15 Cursed Sword +1
16-45 Sword +1
46-50 Sword +1, +2 vs. Lycanthropes
51-55 Sword +1, +2 vs. Magic-Users and Enchanted Monsters
56-60 Sword +1, +3 vs. Trolls
61-63 Sword +2
64-67 Dragon Slaying Sword +2
68-72 Flaming Sword: +1, +2 vs. Trolls, +3 vs. Undead
73-74 Sword +3
75-79 Sword +1, +3 vs. Dragons
80 Sword +1, Nine Steps Draining Ability
81-82 Sword of Cold: +1, +3 vs. Fire Using and Fire Dwelling Creatures
83-88 Sword +1, Locating Objects Ability
89-90 Sword +2, Charm Person Ability
91 Holy Sword +3
92 Dancing Sword +2
93 Sword, One Life Energy Draining Ability
94-98 Sword +1, Three Wishes Included
99 Sword of Sharpness +1
00 Vorpal Blade +1

ARMOR:
01-06 Armor of Vulnerability 78-85 Plate Armor +2*
07-12 Shield of Missile Attraction -1 86-88 Mail +4*
13-42 Magic Shield 89-93 Mail & Shield +5*
43-47 Buckler +1 94-96 Plate Armor +3**
48-62 Plate Armor +1 97 Mail +5**
63-67 Mail + 3 98-99 Mail & Shield +6**
68-77 Mail & Shield +4 00 Armor of Etherealness*

* These are usually made of mithril.


** These are usually made of adamantite.

26
MAGIC BOOKS:
01-25 1st Level 71-85 4th Level
26-50 2nd Level 86-95 5th Level
51-70 3rd Level 96-00 6th Level

MISCELLANEOUS WEAPONS:
01-09 Dagger +1, +2 vs. Gob- 43 Spear +2
lins and Kobolds 44 Spear +3
10-13 Dagger +1, +3 vs. Orcs, 45-47 Cursed Spear of Backbiting
Goblins and Kobolds 48-60 2-5 Javelins of Lightning
14-17 Axe +1 61-82 1-12 Magic Arrows +1
18 Axe +2 83-85 1-12 Magic Arrows +2
19 Axe +3 86 1-12 Magic Arrows +3
20-29 Mace +2 87 Arrow of Slaying
30 Mace of Disruption 88-90 2-16 Magic Bolts +2
31-34 War Hammer +1 91-94 Magic Bow
35-37 War Hammer +2 95-96 Crossbow of Accuracy +3
38 Dwarven War Hammer +3 97-98 Crossbow of Speed
39-42 Spear +1 99-00 Crossbow of Distance

RINGS:
01-13 Contrariness 64 Protection, +3
14-33 Delusion 65-66 Regeneration
34-35 Djinn Summoning 67-68 Shooting Stars
36-40 Fire Resistance 69-70 Spell Storing
41-45 Human Control 71-72 Spell Turning
46-50 Invisibility 73-74 Telekinesis
51-55 Mammal Control 75-78 Three Wishes
56 Many Wishes 79-83 Water Walking
57-61 Protection, +1 84-98 Weakness
62-63 Protection, +2, 5' Radius 99-00 X-Ray Vision

RODS, STAVES AND WANDS:


01-02 Rod of Absorption 42-45 Wand of Cold
03-04 Rod of Beguiling 46-50 Wand of Enemy Detection
05-14 Rod of Cancellation 51-55 Wand of Fear
15-19 Rod of Lordly Might 56-59 Wand of Fire Balls
20 Rod of Resurrection 60-64 Wand of Illusion
21 Rod of Rulership 65-68 Wand of Lightning Bolts
22-25 Snake Staff 69-73 Wand of Magic Detection
26-29 Staff of Commanding 74-83 Wand of Metal Detection
30-33 Staff of Healing 84-87 Wand of Negation
34 Staff of Power 88-91 Wand of Paralyzation
35-38 Staff of Striking 92-95 Wand of Polymorphing
39 Staff of the Archimagus 96-00 Wand of Secret Doors &
40-41 Staff of Withering Traps Detection

27
MISCELLANEOUS MAGIC (01-30):
01-02 Amulet of Inescapable Location
03-07 Animated Broom
08-10 Bag of Devouring
11-13 Bag of Transmuting
14-15 Book of Darkness
16-17 Boots of Dancing
18-20 Bowl of Watery Death
21-22 Bracers of Defenselessness
23-25 Brazier of Sleep Smoke
26-30 Broom of Flying
31-34 Censor Summoning Hostile Air Elementals
35-37 Crystal Hypnosis Ball
38-40 Drums of Deafness
41 Dust of Sneezing and Choking
42-43 Eyes of Petrification
44-49 Flask of Curses
50-52 Gauntlets of Fumbling
53-58 Helm of Chaos
59-63 Horn of Bubbles
64-66 Horn of Collapsing
67-68 Jewel of Attacks upon the Owner
69-70 Libram of Chaos
71 Libram of Gainful Conjurations
72-75 Loadstone
76 Manual of the Gods of Law
77-81 Medallion of Thought Projection
82-83 Mirror of Opposition
84-85 Necklace of Strangulation
86-87 Poisonous Cloak
88 Robe of Powerlessness
89 Rope of Constriction
90-95 Rug of Smothering
96-97 Scarab of Death
98 Talisman of Chaos
99-00 Trident of Yearning

MISCELLANEOUS MAGIC (31-60):


01-04 Bean Bag
05-07 Bracers of Defense +3
08-10 Cloak of Protection +1
11-15 Crystal Ball
16-19 Crystal Ball with Clairaudience
20-22 Crystal Ball with ESP
23-27 Decanter of Endless Water
28-36 Deck of Many Things
37 Disappearance Dust

28
38 Dust of Appearance
39-41 Elven Boots
42-44 Elven Cloak
45-47 Figurine of Wondrous Power, Ebony Fly
48 Figurine of Wondrous Power, Marble Elephant
49 Figurine of Wondrous Power, Onyx Dog
50-52 Figurines of Wondrous Power, 2 Golden Lions
53-54 Figurines of Wondrous Power, 3 Ivory Goats
55-57 Gauntlets of Dexterity
58-60 Gauntlets of Swimming and Climbing
61 Girdle of Giant Strength
62-64 Horseshoes of Speed
65-66 Manual of Bodily Health
67-68 Manual of Gainful Exercise
69-70 Manual of Quickness of Action
71-73 Mattock of the Titans
74-78 Medallion of ESP, 30' Range
79-80 Necklace of Missiles
81-83 Pipes of the Sewers
84 Rope of Climbing
85-86 Scarab of Enraging Enemies
87-88 Spade of Colossal Excavation
89 Talisman of the Sphere
90-91 Tome of Clear Thought
92-93 Tome of Leadership and Influence
94-95 Tome of Understanding
96 Trident of Commanding Water Creatures
97 Trident of Warning
98-00 Wings of Flying

MISCELLANEOUS MAGIC (61-80):


01-05 Amulet vs. Crystal Balls and ESP
06-09 Arrow of Direction
10-12 Bag of Tricks
13-15 Beaker of Plentiful Potions
16-20 Boots of Levitation
21-26 Boots of Speed
27-31 Boots of Traveling and Leaping
32-35 Bracers of Defense +5
36-40 Chime of Opening
41-43 Cloak of Protection +2
44-45 Cube of Force
46-49 Eyes of Charming
50-55 Gauntlets of Ogre Power
56-57 Gem of Brightness
58-65 Helm of Reading Magic and Languages
66-68 Jug of Alchemy

29
69-71 Manual of Puissant Skill at Arms
72-74 Manual of Steady Pilfering
75-76 Phase Cloak
77-78 Rope of Entanglement
79-82 Saw of Mighty Cutting
83-87 Scarab of Insanity
88-95 Silver Horn of Valhalla
96-98 Stone Controlling Earth Elementals
99-00 Trident of Submission

MISCELLANEOUS MAGIC (81-90):


01-06 Bag of Holding
07-12 Bowl Commanding Water Elementals
13-20 Bracers of Defense +7
21-26 Brazier Commanding Fire Elementals
27-35 Bronze Horn of Valhalla
36-41 Censor Controlling Air Elementals
42-44 Cloak of Protection +3
45-50 Flying Carpet
51-56 Gem of Seeing
57-62 Girdle of Femininity/Masculinity
63-68 Helm of Teleportation
69-74 Luckstone
75-77 Lyre of Building
78-82 Manual of Golems
83 Mirror of Life Trapping
84-98 Scarab of Protection from Evil High Priests
99 Sphere of Annihilation
00 Talisman of Lawfulness

MISCELLANEOUS MAGIC (91-00):


01-05 Book of Infinite Spells
06-12 Drums of Panic
13-18 Efreet Bottle
19-24 Helm of Brilliance
25-34 Helm of Telepathy
35-40 Horn of Blasting
41-46 Iron Horn of Valhalla
47-51 Libram of Silver Magic
52-67 Medallion of ESP, 90' Range
68-73 Mirror of Mental Prowess
74-78 Portable Hole
79-84 Robe of the Archimagus
85-94 Robe of Blending
95-00 Robe of Eyes

30
31
POTIONS: A potion will generally (though not always) be one-use. Often a small
sip will give a hint as to its properties without depleting its effectiveness. However
such hints can be misleading. For example, tasting a Polymorph (into a small Roc)
potion might convey the same sensation as tasting a Flying potion. Sampling an oil
may (or may not) give useful hints. Effects last for 7-12 turns unless otherwise
implied or stated.

Animal Control: One who drinks this mixture will be able to completely control 3-
18 small animals, 2-12 medium-sized animals and/or 1-6 large animals. Magical,
fantastic or unusual “giant-sized” creatures—giant insects, etc.—will not be affect-
ed. Range: 120’.

Clairaudience: As the 2nd level spell. Range: 60’.

Clairvoyance: As the 3rd level spell. Range: 60’.

Delusion: The user will believe (either upon taking a sip or quaffing it in its entire-
ty) that the potion is whatever he most desires it to be. The referee will either de-
cide what this is or else randomly determine it. This error may or not be apparent
to others.

Diminution: If a full portion is used, the imbiber will shrink to six inches in height.

Dragon Control: This works as a Charm Monster spell on one type of Dragon
(saving throw allowed as with the spell). It will potentially affect 1-3 in number.
Dragon types: die 1 = Black, die 2 = Blue, die 3 = Brass, die 4 = Bronze, die 5 =
Copper, die 6 = Golden, die 7 = Green, die 8 = Red, die 9 = Silver, die 10 = White.
Range: 120’.

ESP: As the 2nd level spell. Range: 60’.

Extra Healing: This potion will restore 3-18 hit points. Alternatively, the full portion
may be used during surgery, giving the patient a +10% bonus to his adversity check.

Fire Resistance: The drinker will be unaffected by normal fires and the Wall of
Fire spell. Against extraordinary fires—a Fire Ball spell, Dragon breath, etc.—he
will be at +2 to save and will subtract -1 from damage.

Flying: As the 3rd level spell.

Gaseous Form: The imbiber will temporarily assume gaseous form. He thus may
penetrate any solid body, moving at normal speed. Arms, armor and equipment
must unfortunately be left behind.

Giant Control: This works as a Charm Monster spell on one type of Giant (saving
throw allowed as with the spell). It will potentially affect 1-4 in number. Giant types:
die 1 = Cloud, die 2 = Fire, die 3 = Frost, die 4 = Hill, die 5 = Stone, die 6 = Storm.
Range: 120’.

Giant Strength: The drinker of this potion will become as strong as a Hill Giant,
allowing him to inflict two dice of damage in melee combat, among other things. He
may also hurl boulders up to 120’ for three dice of damage.
32
Growth: He who drinks the full measure will increase his size such that he will be
roughly 30’ in height. Quaffing lesser amounts will have proportionate effects.

Healing: This potion will restore 2-7 hit points. Alternatively, the full portion may be
used during surgery, giving the patient a +10% bonus to his adversity check.

Heroism: This potion will cause the drinker to temporarily assume the characteris-
tics of a Knight—with 4 hit dice and an attack bonus of +2. Fighting-Men of 4th-7th
level will temporarily advance in ability by two levels, and Fighting-Men of 8th-10th
level will temporarily advance in ability by one level (with additional hit dice as well
as possible advances in attack bonuses and saving throws). Fighting-Men of 11th
level and above, Magic-Users of 7th level and above and Thieves of 4th level and
above will be unaffected. Hit point losses will be reduced proportionately after the
potion wears off.

Human Control: This will allow the imbiber to influence others as with a Charm
Person spell (saving throw allowed), but the user may affect 1-12 persons of 3 or
fewer hit dice, 2-8 persons of 4-6 hit dice, 1-4 persons of 7-9 hit dice and 1 person
of 10 or more hit dice. Range: 120’.

Invisibility: As the 2nd level spell.

Invulnerability: The name is a bit of exaggeration, but the stuff is useful nonethe-
less. The drinker will receive a +2 bonus to all saving throws and all attacks
against him will be at a -2 penalty. Only one such potion may be quaffed per week
or it will have the reverse effect.

Levitation: As the 2nd level spell.

Longevity: This will reduce magical or supernatural aging by 10 years. It will re-
duce natural aging by 1 year but if used for this purpose, it will subtract 1 point
from the drinker’s constitution score.

Oil of Etherealness: When applied fully this will make the user ethereal, with the
ability to move through solid objects. In that state he may attack out-of-phase or
ethereal creatures and in turn may be attacked by such creatures. However, he
may not engage in combat with ordinary opponents nor will he be vulnerable to
attack by them.

Oil of Slipperiness: If applied to one’s body and/or armor, it will make one fully
resistant to being constrained by webs, ropes, tentacles, brawling holds, etc. Alter-
natively it may be spread over a stretch of floor or steps, giving a 95% chance that
any person or creature will slip and fall. It lasts 24 hours or until removed with al-
cohol or a similar substance.

Plant Control: This will allow the drinker to control 1-6 plants or fungoid entities, or
all smaller growths within a 10’ x 10’ area. Range is 60’.
Poison: This is quasi-magical and extremely toxic and will probably be undetecta-
ble as poison by sight or smell. However, if it is ingested or absorbed into the
blood in a dose as small as a mere sip or drop, then it will kill (saving throw al-
lowed). A flask of the liquid may be utilized in combat but at extremely high risk.
33
Polymorph Self: As the 4th level spell. Precisely what creature the drinker poly-
morphs into will already be determined as a property of the potion.

Speed: Imbibing this potion will double one’s move rate.

Super-Heroism: This potion will cause the drinker to temporarily assume the char-
acteristics of a Vindicator—with hit dice of 8+2 and an attack bonus of +5. (Regard-
ing saving throws, Magic-Users and Thieves aided by the potion may use the most
advantageous of either the saving throws for a Vindicator or the saving throws for
their class at their original level.) Fighting-Men of 9th-12th level will temporarily ad-
vance in ability by two levels, and Fighting-Men of 13th-15th level will temporarily
advance in ability by one level (with additional hit dice as well as possible advances
in attack bonuses and saving throws). Fighting-Men of 16th level and above, Magic-
Users of 12th level and above and Thieves of 13th level and above will be unaffect-
ed. Hit point losses will be reduced proportionately after the potion wears off.

Treasure Finding: This will allow the drinker to identify and locate treasure hordes at
distances of up to 360’. What precisely constitutes a “horde” will be up to up to the referee.

Undead Control: This will enable the drinker to control 2-8 Undead of under 4 hit dice
and 1-4 Undead of 4 or more hit dice in a manner similar to the other “control” potions.

SCROLLS: Only Magic-Users or Thieves of 10th level and above may utilize
scrolls that contain standard spells. Magic-Users must first use a Read Magic spell
to identify the spell or spells, but may then use them at any time. High-level
Thieves may use them after a few turns of study. It is important to remember that a
Magic-user may always cast any scroll spell, regardless of whether he knows the
spell or whether he would normally be of a sufficient level to cast that spell. What-
ever the level of the user of the scroll, spells will go off as if they were cast by a 6th
level Magic-User unless a higher casting level would be required, in which case
they will be of the minimum level to cast that spell. Members of any class may use
Protection Scrolls. If a Cursed Scroll is opened and even a glance is taken at its
contents by any class of character, he will find himself inexorably reading the foul
words aloud and will immediately suffer its effects.
Scroll of Protection: Elementals: This spell will completely protect the caster
and those within a 10’ radius from 1 Elemental for 4 turns.
Scroll of Protection: Lycanthropes: This spell will completely protect the caster
and those within a 10’ radius from 2-12 Lycanthropes for 6 turns.
Scroll of Protection: Magic: This spell will create an invisible but completely im-
penetrable sphere in a 10’ radius around the caster that will block all magic in ei-
ther direction. The sphere lasts 8 turns and will move with the caster.
Scroll of Protection: Undead: This spell will completely protect the caster and
those within a 10’ radius from 2-24 Undead of 1-3 hit dice, 2-12 Undead of 4-5 hit
dice or 1-6 Undead of 6 or more hit dice for 6 turns.
Scroll: 1 Curse: Random monster attacks, or the reader is infected with a fatal
disease, is turned into a miniscule unicellular being, is instantly teleported to an-
other planet, etc.
34
SWORDS: All magic swords were created many hundreds of years ago during the
Ancient Wars between Law and Chaos. All will have an alignment, an Intelligence
factor of from 1-12, and for those swords with an Intelligence of 7 or more, an addi-
tional Ego rating of from 1-12. The alignment of the sword is determined using
percentile dice:

01 - 65 Law
66 - 90 Neutrality
91 - 00 Chaos

Persons initially grasping a magic sword may suffer damage based on any differ-
ences in alignment:

Law vs. Chaos: 2-12 hits


Neutrality vs. Law/Chaos: 1-6 hits

For purposes of the above, Lawful Thieves will count as aligned with Neutrality.

There are a few mighty weapons allied with either Law or Chaos that have been
forged with a Special Purpose in the service of their side:

Law/Chaos
Dice Roll Special Purpose
01-90 No Special Purpose
91-92 Defeat Magic-Users of the opposite alignment
93-94 Defeat Fighting-Men of the opposite alignment
95-96 Defeat Priests of the opposite alignment
97-98 Defeat Monsters of the opposite alignment
99-00 Defeat Law/Chaos

Weapons with a Special Purpose will automatically have an Intelligence factor and
Ego rating each of 12, and will have these special abilities versus those designat-
ed:

Law: The ability to slay members of the designated group.


Chaos: The ability to disintegrate members of the designated group.

If the sword does not have a special purpose, its Intelligence is determined using a
twelve-sided die:

Intelligence
(Die Roll) Primary Powers and Ability to Communicate
1-6 None
7 One Primary Power and Empathy with the Wielder
8 Two Primary Powers and Empathy with the Wielder
9 Three Primary Powers and Empathy with the Wielder
10 Three Primary Powers, and Speaks Alignment Language plus 1-4
additional Languages
11 As 10 above plus Reads Magic
12 As 11 above plus one Extraordinary Ability

35
Primary Powers
Dice Roll Power
01-10 Detect Evil/Good
11-15 Detect Gems (# and Size)
16-25 Detect Magic
26-33 Detect Metal & What Kind
34-35 Detect Meal (Food Source) and What Kind
36-50 Detect Sloping Passages
51-60 Detect Traps
61-70 Locate Secret Doors
71-85 Note Shifting Walls & Rooms
86-95 See Invisible Objects
96-99 Roll Again Twice
00 Roll for an Extraordinary Ability

Extraordinary Abilities
Dice Roll Ability
01-10 Clairaudience
11-20 Clairvoyance
21-30 ESP
31-35 Flying
36-40 Giant Strength (once per day)
41-45 Healing (1-6 hit points per day)
46-55 Illusion Generation
56-60 Levitation
61-70 Telekinesis
71-80 Telepathy
81-90 Teleportation
91-97 X-Ray Vision
98-99 Roll Twice
00 Roll Three Times

If the sword does not have a special purpose but has an Intelligence factor of 7+,
the Ego of the sword should then be determined using a twelve-sided die.

All magical swords (even those with only an Intelligence factor of 1-6) will strive to
advance the fortunes of their alignment. This may include exerting their influence
to lose a fight—if the owner’s opponents are more favorable to their side—or at-
tempting to pass into the hands of a creature or person better able to serve their
cause. Thus, magical swords may always choose to miss or do less damage than
rolled—something the player character may or may not notice. Even swords
aligned with Law will not hesitate to perform actions that might be to the detriment
of their owners if they perceive that it will further the cause, especially if the owners
themselves are judged to be lukewarm in their commitment to it. While swords are
generally inanimate, they have been known to slip from the grips of their owners at
the wrong moment. Scabbards may become loose. Weapons may go lost or turn
up in the possession of other party members. And so on.
36
In addition, some weapons may be capable of controlling their owners. Compare
the difference between the Ego rating of the sword and the experience level of the
owner:
Difference Result
6 or more Sword controls
-5 to 5 Which side prevails based on situational check
-6 or lower Owner controls
Situational checks involve comparing the Intelligence Factor + Ego Rating of the
sword with the wisdom + strength score of the owner, with these modifiers:

Extraordinary Ability/Hit Point Loss Modifier


Each Extraordinary Ability +1 for Sword
Owner has lost less than 10% of his hit points +1-6 for Owner
Owner has lost 11% to 50% of his hit points -1-4 for Owner
Owner has lost 51% to 99% of his hit points -2-8 for Owner

Difference Result
6 or more Higher score controls
2-5 Higher score controls 75% of the time
0-1 50% chance either way
Controlling weapons will force the user to act in the interests of their alignment, but
will often attempt to do so in a way that is not obvious to other party members.
Swords aligned with Neutrality or Chaos may also desire to be housed in richer
scabbards, to have additional jewels or precious metals added to their hilts, etc.

Magic swords apply their first bonus to hit but not for damage. Their second bonus,
if any, is in turn applied to damage only. Most swords will emit a moderate glow
with a radius of illumination of 20’, at least when drawn in the dark. All magic
swords are long swords. Further explanations for specific swords follow:

Cursed Sword -2: This weapon will force the wielder to immediately attack mon-
sters at every possible opportunity. It may be removed from the hand only with a
Remove Curse spell. It will always be aligned with Chaos

Cursed Sword +1: As above but luckily the sword carries an attack bonus.

Sword +1, +3 vs. Trolls: If the sword is Chaotic, then it will be +3 vs. Lawful
Priests and High Priests.

Dragon Slaying Sword +2: In addition to the attack bonus, valid against all oppo-
nents, the sword will do 4-32 points of damage against one Dragon type: die 1 =
Black, die 2 = Blue, die 3 = Brass, die 4 = Bronze, die 5 = Copper, die 6 = Golden,
die 7 = Green, die 8 = Red, die 9 = Silver, die 10 = White. The alignment of the
sword cannot contradict its mission.
Flaming Sword +1, +2 vs. Trolls, +3 vs. Undead: In addition to inflicting extra
damage against the aforementioned types, the sword will be useful in slicing
through the strongest webs, and so on, in one turn. If the sword is Chaotic, then it
will be +2 vs. Pegasi, Hippogriffs, & Rocs, +3 vs. Treants.
37
Sword +1, Nine Steps Draining Ability: This super-powerful magic sword will
drain one or more life energy levels from the target on any natural attack roll of 20.
On the first such roll it will drain one life energy level. On the second roll (against
the same target or a different one), it will drain two life levels, and so on up to nine,
at which point it will revert to being an “ordinary” +1 magic sword.
Holy Sword + 3: In addition to having the largest attack bonus of any weapon, the
Holy Sword will completely negate all hostile magic within a 10’ radius. The
sword’s alignment will always be Lawful, and therefore it can only be wielded by
Fighting-Men (not Thieves) devoted to the side of Law.
Dancing Sword: After three turns of combat, this magic sword +2 will leap out of
the hands of its owner and fight on its own for three turns. Then it will return to its
owner for three turns, perhaps to leap out again later for another three turns. And
so on. While it is fighting on its own it cannot be hit and will attack at the level of its
owner. The owner may of course use another weapon while his sword is “dancing”.
Sword, One Life Energy Draining Ability: This sword will drain one life level on any
attack roll of a natural 20, subsequent to and in addition to inflicting standard damage.
Sword +1, Three Wishes Included: Wishes are useful and powerful, but they are
not a grant to do anything, nor are they a license to reward either aggression or
greed. Typically they are used defensively—“I wish that Dragon would fly back to
his cave”, “I wish Fombur had never tried to open that chest”, “I wish we would
quickly find an exit to this dungeon” are all standard and legitimate. However,
wishes that transgress these boundaries will either yield results that require some
additional effort or task from the person making the wish, or if too greedy or hos-
tile, will often have “Monkey’s Paw” sorts of consequences such that the wish
might be carried out in an unexpected manner and with unpleasant effects. For
example, wishing to, say, gain an additional point in one’s prime requisite ability
may bestow a map to the lair of a monster guarding a magic item that will accom-
plish that purpose. On the other hand, wishing for an ability score to go from, say,
8 to 18 may instantly polymorph the individual into a disgusting monster with such
a score. Wishing for the death of another character or creature might result in the
person who made the wish being whisked a million years into the future, where the
wish will now be satisfied. And so on. Hastily or ill-formulated wishes may be (an-
noyingly enough) scrupulously instantiated to the letter. And of course inadvertent
uses of one or more wishes—“I wish you would just shut up”—are all too common.
Sword of Sharpness +1: This is another form of the Holy Sword, above, in that it
will negate all magic within a 10’ radius. Though it has a smaller to hit bonus, it
does have the additional power that if the attack roll is +4 or more over that re-
quired to hit, or is a natural 19 or 20, it will sever a randomly determined extremity,
such as a limb, tentacle, head or heads, etc. The sword may only be used by
Fighting-Men aligned with Law.
Vorpal Blade +1: This is a third form of the Holy Sword, with the same powers
and restrictions. It is similar to the Sword of Sharpness but only requires an attack
roll +2 or more over that required, or a natural roll of 18 to 20, to unhead an evil
opponent. As with the other Holy Swords, only Lawful Fighting-Men may wield a
Vorpal Blade.
38
ARMOR: Armor will subtract the specified bonus from an opponent’s attack roll.
Bucklers will subtract the specified bonus only if used while unarmored or wearing
leather armor. Mail and shield combinations will subtract the specified bonus if
used together. If used separately, the mail will function as +1 armor and the shield
will function as an “ordinary” magic shield with no bonus. Those using magic
shields (but not bucklers) may invoke the “shields shall be splintered” option once
per day without the shield being destroyed. In addition, they may invoke the option
anytime in the standard way, with the probability that the shield will be destroyed
as with normal shields. Users of magic bucklers may invoke the “shields may be
splintered option” in the normal fashion as for non-magical shields, with the proba-
bility that the buckler will be destroyed. Magic bucklers and shields will have the
encumbrance of their non-magical counterparts. Enchanted mail will have an en-
cumbrance of !! whereas magical plate armor will have an encumbrance of !!!!.

Armor of Etherealness: This suit of Mail +4 allows the wearer to become ethere-
al at will, as per the potion. The power to become ethereal may be used but 49
times. However, the suit will always retain its status as Mail +4.

Armor of Vulnerability: This will appear to be magical plate armor (+1 to +3) but
when the first blow is struck against the wearer it will become apparent that it is a
cursed item that works in reverse—the attacker adds +1 to +3 to his attack roll.
After that it may only be removed with a Remove Curse spell.

Shield of Missile Attraction -1: This shield will appear to be a “helpful” magic
shield. It’s negative influence will only become apparent during the next attack
from a missile or missiles. Thereafter the “shields shall be splintered” option can-
not be used (in either form) and the shield may only be removed from the shield
arm with a Remove Curse.

MAGIC BOOKS: 20% of these will be blank. The other 80% will contain from 1-12
spells of the specified level.

39
MISCELLANEOUS WEAPONS: With the exception of daggers, these may only be
used by Fighting-Men. Unlike swords, most will grant a bonus to hit and to dam-
age, though magic bows and crossbows will only apply their bonus to the attack
roll. Magic arrows and bolts will apply their bonus to hit and to damage, and this
bonus will “stack” with the to hit bonus of bows and crossbows.

Mace of Disruption +1: If the wielder of this mace successfully strikes an Undead
creature, he may make a “turn Undead” roll (even if he or another member of the
party has already made such an attempt). The roll is made at either the level of the
wielder or 8th level, whichever is higher, and will be modified by the wielder’s wis-
dom adjustment, if any. A successful roll will disrupt the molecular structure of the
monster, destroying it.

Dwarven War Hammer +3: This will be a +3 magic weapon in the hands of any
Fighting-Man. When used by a Dwarf it will have these additional powers: 1) It may
be thrown up to 120’ and then fly safely back to its owner. 2) It will do 2-12 hits of
damage against most creatures. And 3) it will do 5-15 hits of damage against Gi-
ants.

Javelins of Lightning: These may be thrown up to 120’ and will inflict standard
damage if a hit is obtained. However, whether or not the standard attack roll is
successful a lightning bolt extending 30’ out from the target and measuring 5’ in
width will be created. The bolt will do 16 points of damage (save for half damage).
The sudden release of energy will destroy the javelin.

Arrow of Slaying: This arrow is enchanted such that it will automatically slay one
representative of a particular intelligent monster type. Roll for “Type A” on the Lan-
guage Types Table in Vol. 4, rerolling if “Common” or any other non-monster lan-
guage is generated. The arrow cannot be re-used.

Magic Bow: This gives a bonus of +1 to hit for all arrows, but like most other mag-
ic weapons does not increase damage.

Crossbow of Distance: This will have ten times the range of a normal crossbow.

Crossbow of Speed: This fires as quickly as a bow, for the enchanted mecha-
nism draws back and winds on its own accord.
40
RINGS: Any character class may use rings. However, only two may be worn at the
same time—one on each hand. Where relevant, spells will operate at 11th level.

Contrariness: This cursed ring will make the wearer unceasingly argumentative
and contrary (though the referee and player are cautioned to use discretion here).
The ring can only be removed by a Remove Curse spell, though of course the
wearer will oppose that.

Delusion: The wearer of this ring will periodically see exactly and only what he
wants to see. These will not be bizarre and impossible visions, but rather things
that will initially at least seem plausible to the rest of the party. The ring can be
removed at any time.

Djinn Summoning: This ring contains a resident Djinni who will serve the wearer
for an indefinite period, possibly permanently.

Fire Resistance: As the potion, but the protection effect will last as long as the
ring is worn.

Human Control: As the potion, but it may be used once per day.

Invisibility: The wearer of this ring may become invisible (or become visible
again) at will. As with the spell, invisibility cannot be maintained during spell cast-
ing or combat.

Mammal Control: This ring allows the wearer to completely control from 3-18
small mammals or from 1-8 large mammals. Range: 60’.

41
Protection: Like magic armor, the ring subtracts its bonus from any attack roll
directed against the wearer. In addition, it adds the bonus to any saving throw roll
made by the wearer. It will function with armor but not with magic armor.

Protection, 5' radius: As above. In addition, a few of the wearer’s nearby com-
panions may also receive its benefits.

Regeneration: This powerful item will allow the wearer to regenerate 1 hit per turn
in a manner identical to that of Trolls. It will even restore hit points if the wearer is
at zero hit points, and similarly will reconnect or restore severed or damaged or-
gans. As with Trolls, the process can only be stopped by fire, acid or similar.

Shooting Stars: This ring is only usable at night under the open sky. It may cast a
Light spell, hurl a Fire Ball that will do 9 points of damage to all within a 30’ diame-
ter circle, or cause a falling meteor to do 12 points of damage to one creature
(save for half-damage in both cases), all at a range of 240’. Each of these func-
tions may be used once in a twenty-four hour period.

Spell Storing: This ring contains 1-6 spells of 1st to 6th level. As soon as he puts
on the ring the wearer will know what spells it contains, and he may then cast them
at any time, whatever his class. However, only a Magic-User may restore or re-
charge the ring, and only if he knows the spells in question.

Spell Turning: For any spell aimed directly at the wearer, 1%-100% of its effect or
chance of effect will be reflected back at the caster. The ring will not work against
rods, staves or wands, nor will it turn the Finger of Death.

Telekinesis: This ring will give the wearer permanent telekinetic power, as the
spell cast by a 10th level Magic-User.
Three Wishes: See the description of Sword +1, Three Wishes Included, above.

Water Walking: This mischievous magic item will initially function as per the
name, but at the most inappropriate point the wearer will sink.

Weakness: Once placed on the finger, this ring will quickly drain the wearer of half
of his strength, inflicting a -2 penalty for purposes of attack, defense and saving
throws. It may only be taken off with a Remove Curse. Note: anyone attempting to
simply cut his finger off will receive 1-6 hits of electrical shock damage, doubling in
magnitude with each additional attempt.

X-Ray Vision: Using this ring, the wearer may see through most solid substances.
Up to 10’ of stone or ½’ of iron may be penetrated. In addition, most hidden doors
or built-in traps will be revealed. However, lead or gold will block the operation of
the ring.

RODS, STAVES AND WANDS: Rods will have varying requirements for which
classes may use them. Staves and wands will generally only be usable by Magic-
Users unless otherwise stated. Some will be of unlimited use, whereas others will
only be usable a certain number of times per day or per week, or will contain a
fixed number of “charges”. For those that contain charges it is up to the referee
whether or not they can be “recharged”, how this may be accomplished and by
42
whom. If the referee does allow this, it is recommended that only high-level Magic-
Users have this ability, and such an effort will in addition require a not insubstantial
sacrifice of time and Silver Pieces.

Rod of Absorption: This rod will absorb any hostile spell directed at the wielder,
storing its energy. Up to 100 levels of spells may be absorbed in this way. It may
also be used to cast any spell the wielder has memorized without discharging the
spell from his memory but instead using the energy stored by the rod. Both of the-
se functions may be used in the same turn as long as the spell cast is not of a
higher level than the spell absorbed. Magic-Users only.

Rod of Beguiling: This rod will, in effect, Charm all enemies within a half circle
extending out from the wielder to a radius of 20’. There is no saving throw but the
beguilement will only last for 4-16 turns and cannot subsequently be repeated on
the same targets. Charges 1-25. Usable by Magic-Users and Thieves.

Rod of Cancellation: Upon striking a magical item, the Rod will permanently and
irrevocably drain the item of its magic. Usually a successful “to hit” roll will be re-
quired (as if one were attacking the wielder of the item), though this may be modi-
fied based on the circumstances. The Rod will only work once, though multiple
“misses” are allowed. Usable by all classes.

Rod of Lordly Might: This amazing mechanical device appears to be an ordinary (and
somewhat short) staff, however, at the touch of a button it will extend, retract or other-
wise conform itself into the wielder’s choice of one of the following magic weapons:
Axe +2
Sword +1 (unlike most magic swords this will be a “sword” as opposed to a long sword)
Flaming Sword +1, +2 vs. Trolls, +3 vs. Undead
Spear +3
Pole Arm +1
If a hostile party witnesses one of these transformations, he will be paralyzed un-
less he makes his saving throw. However, if a saving throw is made, he will then
flee in fear unless he makes a second saving throw. At the end of hostilities the
rod will reconfigure itself back to its normal shape. In addition, another button will
cause the rod to extend to 50’, with rungs spaced along its length and multiple
pitons or spikes that will penetrate and fasten to even the hardest stone—making
the item into a formidable climbing apparatus. Using the weapon function will ex-
pend a charge, and the rod will have 1-25 of them. However, the climbing mecha-
nism will continue to operate even after all charges are spent. Fighting-Men only.

Rod of Resurrection: Touching a deceased person with this horrible item will
“resurrect” him as a Zombie. Only the Redeemer can truly give new life.

Rod of Rulership: This awesomely powerful item will allow the wielder to com-
mand up to 500 levels worth of creatures within a radius of 100’ for a period of ten
turns. Command will be equivalent to an enhanced Charm and only instructions
explicitly and completely contrary to the nature and desires of the creature or crea-
tures concerned will be disobeyed. Charges: 1-10. Usable by all classes.

43
Snake Staff: This useful item grants a +1 bonus to hit and to damage. If it hits, then
the Magic-User may command it to entwine around the target where it will remain for
1-4 additional turns. If the target is man-sized or smaller, it will completely immobilize
him, while if he is larger then man-sized, it will simply make him incapable of attacking.
Staff of the Archimagus: This staff will have the capabilities of a Staff of Power
(see below) plus these additional powers:
+1 to hit in melee.
Invisibility: As the 2nd level spell.
Paralysis: May be invoked on a successful hit (saving throw allowed).
Pass-Wall: As the 5th level spell.
Summon Elemental: The wielder may summon an 8 hit die Elemental (roll a
four-sided die to determine type).
Wall of Fire: As the 4th level spell.
Webs: See the entry for Giant Spiders in Vol. 2, p. 56.
Whirlwind: As a Djinni. See Vol. 2, p. 13.
Each will use one charge. Charges: 1-200.
Staff of Commanding: This item gives the wielder the powers of Animal, Plant
and Human Control in a manner identical to the relevant potions. Charges: 1-200.
Staff of Healing: This staff will heal 2-7 hits at a touch, or alternatively will grant a
+10% bonus to the adversity check for surgery. It may be used an unlimited num-
ber of times, but only once per day on a single person.
Staff of Power: This staff has the following powers:
Cold: The staff may issue an icy blast in the form of a cone 60’ long with a 30’
outer base. Any creature within the area of affect will take eight dice of dam-
age (save versus wands for half damage).

Continual Light: As the 2nd level spell.

Fire Balls: The staff will hurl fireballs as the spell for eight dice of damage
(save for half damage). Area of Effect: 40’ diameter sphere. Range: 240’.

Lightning Bolts: The staff will spit lightning bolts as the spell for eight dice of
damage (save for half damage). Area of effect: 60’ x 8’. Range: 240’.

Striking: The staff will do two dice of damage if it hits in a melee attack.

Telekinesis: As the spell cast at the 9th level of ability.

Final Strike: In extremis the user may choose to break the staff, releasing all
of its stored energy in the form of 8 x the number of remaining charges in hits.
These will be evenly distributed to all creatures save the wielder within a radi-
us of 30’ (save for half damage).
The Staff of Power will have 1-200 charges. Use of any of these powers (except of
course Final Strike) will use up one charge.
44
Staff of Striking: This does two dice of damage if it hits, and of course counts as
a magical weapon, though with no “to hit” bonus. Unlike other staves, however, it
is only usable by Magic-Users. Charges: 1-200.

Staff of Withering: In addition to inflicting standard damage, a successful strike


with this staff will age the target by ten years. (Depending on the current age and
average lifespan of the creature concerned this may or may not have a meaningful
influence on the current battle.) Undead are immune. Charges: 1-200.

Wand of Cold: This wand emits an icy blast in the form of a cone 60’ long with a
30’ outer base. Any creature within the area of affect will take six dice of damage
(save versus wands for half damage). Charges: 1-100.

Wand of Enemy Detection: This wand will reveal the presence (though not nec-
essarily the exact location) of those who are themselves aware of the user and
have hostile intent towards him. Range: 60’.

Wand of Fear: This wand will cause all within the standard 60’ x 30’ cone to flee in
panic unless they make a saving throw versus magic.

Wand of Fire Balls: This wand will hurl fireballs as the spell for six dice of dam-
age (save for half damage). Area of Effect: 40’ diameter sphere. Range: 240’.
Charges: 1-100.

Wand of Illusion: This wand operates as the Phantasmal Forces spell. However,
the caster may move while concentrating. Area of effect: 40’ x 30’ rectangle.
Range: 240’. Charges: 1-100.

Wand of Lightning Bolts: This wand will hurl lightning bolts as the spell for six
dice of damage. Area of effect: 60’ x 8’. Range: 240’. Charges: 1-100.

Wand of Magic Detection: This wand functions as the spell but with a range of
20’. At the referee’s discretion extended concentration may reveal more precise
aspects or properties of the enchantment.

Wand of Metal Detection: This wand will indicate the presence and type of any
body of metal, metal item or metal items equal to or greater than 30 lbs. in weight
(approximately 1,000 coins). Range: 20’.

Wand of Negation: If this wand is pointed at another enchanted rod, staff or wand
that operates at a distance, it will negate (or almost negate) its effect for one use
or melee turn. Rods and staves will still operate at ¼ power. Charges: 1-100.

Wand of Paralyzation: All within a cone of 60’ x 30’ will be temporarily paralyzed
unless they make a saving throw. Charges: 1-100.

Polymorph Wand: This wand acts as either of the relevant spells. A “friendly” use
will last for a number of turns equal to 6 plus the level of the caster. A “hostile” use
will last indefinitely until dispelled. Range: 60’. Charges: 1-100.

Wand of Secret Doors and Traps Detection: This wand will signal the presence
of either within a range of 20’.
45
46
MISCELLANEOUS MAGIC: These items are usable by all classes unless other-
wise indicated.

Amulet of Inescapable Locating: This appears to be an Amulet vs. Crystal Balls


and ESP but instead works in reverse, rendering the user 100% vulnerable to any
and all scrying attempts.

Amulet vs. Crystal Balls and ESP: Wearing this item will completely protect one
against all such devices and spells.

Animated Broom: This item will slyly position itself to resemble a Witch’s Broom
of Flying. But if someone attempts to ride it, it will instead beat the user over the
head until he is knocked unconscious or until the broom is destroyed.

Arrow of Direction: This magical arrow will act as a compass, pointing to the des-
tination desired—the exit to the dungeon, a source of drinking water, the lair of the
monsters that just attacked, etc.—for as long as seven turns. It may be used but
seven times every seven days.

Bag of Devouring: This appears to be a Bag of Holding (see below) but instead is
the gaping maw of a hungry extra-dimensional creature. It will devour anything
placed inside within 7-12 turns.

Bag of Holding: This magical bag, the size of a large sack, will hold up to 200
items or 1,000 lbs. while never weighing more than the equivalent of 5 items. The
opening of the bag may be stretched to a diameter of 3’ and the interior volume will
amount to at least 10’ per side. Thus, it may accommodate a ladder or a suit of
armor, etc.

Bag of Transmuting: This also appears to be a Bag of Holding, and will initially
function as such, but any gold or silver placed inside it will turn to lead. After this is
discovered, the bag will retain this function but cease to perform as a Bag of Holding.

Bag of Tricks: The owner of this otherwise empty looking bag may reach into it
and pull out an animal (determined randomly) that will then fight for him. When
combat is finished, the animal will be drawn back into the bag, and the same ani-
mal will emerge the next time around. Only if the current animal is killed will there
be a chance of a different animal later becoming available (though there will of
course be a 1 in 6 chance that the same animal that was just killed will be chosen
again).
Armor
Die Roll Animal Hit Dice Attacks Class Move
1 Bear 5 2-12 hits 6 12
2 Lion 4+2 1-6 hits 6 12
3 Bull 3 1-6 hits 6 15
4 Ram 2 1-6 hits 7 15
5 Wolf 1 1-6 hits 8 18
6 Jackal ½ 1-2 hits 8 12

47
Beaker of Plentiful Potions: This incredibly useful item will fill itself with 2-5 po-
tions—any standard potions the user requests—once per week.

Bean Bag: There will usually be six beans in each bag. When planted, each bean
will magically bring forth a randomly determined thing, with a greater chance, un-
fortunately, that it will be a bad thing:
Die Roll Result Determination Method
1-2 Curse See Cursed Scroll, above
3-4 Monster Roll randomly for level and then monster*
5-6 Treasure Roll randomly for Class and then for type*

Book of Darkness: This vile tome will only be useful to non-player character Evil
Priests and Evil High Priests. These will gain one level upon reading it. Lawful
Priests and High Priests who read it will have a 75% chance of going insane.
Thieves who read it will take 3-12 hits of damage and Fighting-Men aligned with
Law will take 4-24 hits of damage. If the book is read by Fighting-Men aligned with
Neutrality or Chaos or by Magic-Users of any alignment, they will be nominally
unaffected, though Lawful Magic-Users may be tormented by nightmares for some
time.

Book of Infinite Spells: This book has 24 pages. 3-18 of them will contain one
spell, while the remainder will be blank. If the book is currently marked at a particu-
lar spell that spell may be memorized and cast once per day in addition to the
standard number granted by level, even if it is a spell previously unknown or of a
higher-level than the reader can normally cast. Once a page is turned it cannot be
turned back. There is a 10% chance in between uses that a page will turn of its
own accord, and a 5% chance that fumbling, wind, etc., will turn a page while it is
being studied. The book may be utilized by high-level Thieves as well as by Magic-
Users, but all non-Magic-Users will suffer 4-24 points of damage the first time they
touch the book. Thereafter they can handle it normally.

Boots of Dancing: These boots will first function as one of the three benign items
of footwear enumerated below. However on the first occasion where the wearer is
running for his life, the boots will cause the wearer to stop in place and instead
dance a jig, perform the Charleston or execute a Fouetté rond de jambe en tour-
nant. If the wearer survives, he may then remove the boots.

Boots of Levitation: These will work as a Levitation spell that can be invoked at
any time.

Boots of Speed: These boots grant a base move of 24. They may be used con-
tinuously for no longer than a day, and after each use the wearer must rest for at
least as long.

Boots of Traveling and Leaping: These boots increase overland walking speed
by ten miles per day. They will also enable the user to effortlessly leap 10’ vertical-
ly and 30’ horizontally.

48
Bowl of Commanding Water Elementals: This is a large, fragile bowl made of
semi-precious materials (encumbrance: !!!). It will take as many as 10 minutes to
unpack, set up and fill with water (encumbrance of required water: !!!). A Water
Elemental may then be summoned. Magic-Users only.

Bowl of Watery Death: This appears to be a Bowl Commanding Water Elemen-


tals but on the first attempted use the Magic-User will shrink to one-half inch in
size and will then be plunged into the bowl (saving throw allowed). He will then
drown in 2-5 turns unless a Growth of Animals spell is cast or a Growth potion is
immediately administered.

Bracers of Defense: These arm or wrist guards will subtract the requisite bonus
from an opponent’s attack roll for melee and observed missile attacks. They will
only function if the user is not wearing or using any form of armor.

Bracers of Defenselessness: These appear to be Bracers of Defense but will


instead add +2 to an opponent’s attack roll. Once their true nature has been dis-
covered, the bracers will not allow themselves to be taken off unless a Remove
Curse spell is cast. Nor will they allow the wearer to don any kind of armor or touch
a shield.

Brazier of Commanding Fire Elementals: It will take as many as 10 minutes to


unpack, prepare and kindle this item (encumbrance, including required charcoal:
!!!!). A Fire Elemental may then be summoned. Magic-Users only.

Brazier of Sleep Smoke: This will be indistinguishable from the Brazier Com-
manding Fire Elementals but upon use its smoke will cause the summoner and
anyone else within a radius of 10’ to fall into an enchanted slumber. Only Dispel
Magic will awaken them.

Broom of Flying: This is a Witch’s item and can only be used by such. If utilized
by a Witch, it will have a base move of 40. If any other person attempts to ride a
Broom, it will zoom straight up at exponential speed, gaining 10’ the first melee
turn, an additional 20’ the second melee turn, an additional 40’ the third melee
turn, and so on. Within minutes the rider will find himself in the upper atmosphere
and soon in lower earth orbit. He may jump from the broom at any time, suffering
1-6 hits of damage for each 10’ of height attained.

Censer of Controlling Air Elementals: It will take as many as 10 minutes to un-


pack and prepare this item (encumbrance including required incense: !!). An Air
Elemental may then be summoned. Magic-Users only.

Censer of Summoning Hostile Air Elementals: This appears to be the Censer


Controlling Air Elementals, but it will summon a hostile Elemental that will immedi-
ately attack.

49
Chime of Opening: This ornate and beautiful instrument will instantly open any
stuck, locked or magically held door. The gems, jewels and detailed metal work
alone are worth 30,000 Silver Pieces.

Cloak of Protection: This item will subtract the requisite number from an oppo-
nent’s attack roll, but only if the wearer has an armor class of 9. Magic-Users and
Thieves only.

Crystal Ball: This wondrous (though morally problematic) device enables the user
to “zoom in” on the current activities of a chosen subject at a distance. A Crystal
Ball will be most effective if the user knows the subject well or when, say, he has a
piece of the subject’s clothing in his possession. Its operation will be hindered by
great distances, or may be completely foiled by lead or certain protective spells.
Each day, up to three viewing attempts only may be made (more than that may
drive the user mad). Long or multiple uses may mandate at least an equal amount
of rest. Each time a Crystal Ball is used that there is at least a small chance that
the subject will know or at least suspect that he is being watched. Magic-Users
only.

Crystal Ball with Clairaudience: As above but the user can hear conversations
and the like. Magic-Users only.

Crystal Ball with ESP: As above but the user can read the thoughts of the sub-
ject. Magic-Users only.

Crystal Hypnosis Ball: This appears to be a normal Crystal Ball, but at best it will
perform no positive function and will merely leave the user catatonic for 3-24 turns.
If combined with a previously placed Magic Mouth spell, it might hypnotize the user
with a Suggestion.

Cube of Force: Pressing one facet of this small trinket (1” to a side) will generate
a powerful force field around the user. Nothing can immediately pass through it,
though large-scale fires and Fire Ball, Lightning Bolt, Phase Door, Disintegrate and
Pass-Wall spells, as well as four blasts from a Horn of Blasting will at least destroy
the field. It is usable three times a day and may be lowered by the user at any
time.

Decanter of Endless Water: True to its name, this nifty container will pour out
water continuously and unceasingly (or at least until the stopper is put back) at the
rate of ten gallons per turn.

Deck of Many Things: This item will immediately be recognized for what it is—a
magical deck of cards with awesome and ominous powers to affect one’s fortunes
for good or ill. One and only one person may decide to make use of it, and he may
draw at least one card. The effects are applied immediately, and another card may
then be drawn (up to four in all, or more if a Joker or Jokers are chosen). After
deciding to stop, or upon drawing the maximum number of cards, the remainder of
the deck will vanish.

50
Card Effect
Jack of Hearts Gain help from a Vindicator with +3 magic armor, shield
and sword for up to one hour at a chosen time
Queen of Hearts Gain 1-3 wishes
King of Hearts Gain one beneficial miscellaneous magic item (randomly
determined)
Ace of Hearts Gain 50,000 experience points
Jack of Spades A 5th or 6th level monster attacks by surprise
Queen of Spades Death (no saving throw)
King of Spades An Evil Lord with +4 magic armor, shield and sword im-
mediately attacks (these magic items vanish at the end of
combat)
Ace of Spades Lose one level
Jack of Diamonds Add one point to any chosen ability score
Queen of Diamonds Gain scroll of seven spells (2nd, 3rd, 4th, 5th or 6th level)
King of Diamonds Gain 5-30 pieces of jewelry
Ace of Diamonds Gain map to the richest treasure in the dungeon
Jack of Clubs Lose one point from prime requisite ability
Queen of Clubs Turn to stone (no saving throw)
King of Clubs Lose most valuable magic item, even if not carried
Ace of Clubs Lose all owned coins, gems and jewelry, even if not car-
ried (gold and silver turn to lead, gems and jewelry turn to
glass and tin)
Joker Must select two additional cards
Joker Must select two additional cards

Disappearance Dust: Sprinkling this powder in the air will cause all within a radi-
us of 10’ to become invisible for 5-30 turns.

Drums of Deafness: These resemble the Drums of Panic, below, but upon first
use all within 60’ will be all but permanently deafened. Only a Remove Curse will
reverse this.

Drums of Panic: Each of these large kettledrums has an encumbrance of !!!!


!!!! !!!! and thus, a set of two may only be carried comfortably by a horse or
the equivalent. When struck, all creatures of fewer than 5 hit dice, and all non-
carnivorous animals within a range of 120’ will flee in panic. More powerful crea-
tures may also flee but are entitled to a saving throw versus magic.

51
Dust of Appearance: When a pinch of this enchanted substance is thrown into
the air, all invisible, displaced, ethereal or other similar entities within a radius of
10’ will become fully solid and visible for 12 turns. A typical quantity will be suffi-
cient for 25 uses.

Dust of Sneezing and Choking: This appears to be either Disappearance Dust or


Dust of Appearance, but when thrown into the air, all within a radius of 10’ will die
(saving throw permitted).

Efreet Bottle: An imprisoned Efreet will reluctantly serve the finder for a thousand
and one days.

Elven Boots: These boots allow completely silent movement through or over vir-
tually any sort of surface, including crunchy ice, a creaking floor, etc. Of course
especially noisy armor may negate some of the effect.

Elven Cloak: This garment gives the wearer the near invisibility of an Elf.

Eyes of Charming: The wearer of these lenses may Charm persons as a Vampire
(-2 on saving throws against it).

Eyes of Petrification: Donning these cusps will instantly turn the wearer into
stone (saving throw permitted).

Figurines of Wondrous Power: These are small figurines, carvings or statuettes


that upon command will grow into a life-size (or larger) version of the creature rep-
resented. If they are slain in this form, their magical powers will cease.

Onyx Dog: The dog can sense most invisible, hidden and otherwise undetecta-
ble creatures and objects within 240’. If cornered or commanded, it will fight as a
Wolf. It may be used twelve times. Hit Dice: 1. Armor Class: 7. Move: 18.
Marble Elephant: This war elephant will serve as a beast of burden or fighting
animal for up to one week, once per month. Hit Dice: 8. Attacks: 2-12 hits. Armor
Class: 4. Move: 12.

Ebony Fly: The fly is large enough for one man to ride. It may be used for up to
a day’s time, once per week. Hit Dice: 4. Armor Class: 5. Move: 6/24.

3 Ivory Goats: Each of these giant-sized goats may be used but once. The
Goat of Fleeing can accommodate two riders and will gallop untiringly to the
commanded location or for one full day. Hit Dice: 4. Armor Class: 6. Move: 48.
The Goat of Fighting and Goat of Slaying will be powerful and ferocious com-
panions in melee. Goat of Fighting: Hit Dice: 10. Attacks: 4-24 hits—double if
charging. Armor Class: 2. Move: 12. Goat of Slaying: Hit Dice: 5+1. Attacks: 6-
36 hits. Armor Class: 5. Move: 18.

2 Golden Lions: These may be used once per week and only in melee. Hit
Dice: 5. Attacks: two dice. Armor Class: 6. Move: 15.

Flask of Curses: When the stopper is removed from this innocuous looking con-
tainer a horrible curse will be released.

52
Flying Carpet: A flying carpet
may carry up to three persons
at a move rate of 18, or one
person at a move rate of 30.
When not in use, it can be
caused to hover and may be
summoned at a distance of up
to 240’. Knowledge of the
proper command word is re-
quired.

Gauntlets of Dexterity: While worn, these will add 2-8 points to one’s dexterity.

Gauntlets of Fumbling: These appear to be useful gauntlets such as those above


and below. But at the first instance of combat or a similarly important or dangerous
situation their true nature will be revealed, with consequent effects determined by
the referee. After that point they will only be able to be removed by a Remove
Curse spell.

Gauntlets of Ogre Power: These will greatly enhance the strength of one’s hands
and arms and will increase melee damage by +2. Fighting-Men and Thieves only.

Gauntlets of Swimming and Climbing: These will allow the user to swim at a
move rate of 18 (the standard for an unarmored man is 3) or climb virtually sheer
surfaces even while encumbered. Fighting-Men and Thieves only.

Gem of Brightness: This enchanted diamond (which usually comes housed in a


small hinged box) has an unearthly glittering to it that will fascinate those in close
proximity. Anyone looking directly into the stone will be half-blinded and from then
on suffer a -4 penalty on all attacks. (This may only be reversed with a Cure Serious
Wounds spell.) The stone may be used offensively by opening the box and focusing
it towards the eyes of the target. Unless the target is aware of its powers and thus
intentionally avoids looking at it, there is a 90% chance that he will be affected by it if
he is within 10’, an 85% chance if he is within 20’, an 80% chance if he is within 30’,
and so on up to a 45% chance at 100’. A Darkness spell will prevent it from working
for 1-4 turns, and a Continual Darkness spell will darken it for 1-4 days.
Gem of Seeing: Looking through this stone will allow the user to see hidden, in-
visible, ethereal or any other otherwise difficult or impossible to detect creatures,
entities or objects. A 10’ x 10’ area may be inspected in one full turn within a range
of 30’.

Girdle of Femininity or Masculinity: This item will increase the masculinity of


male characters or the femininity of female characters in a manner equivalent to
adding +4 to their charisma score.

Girdle of Giant Strength: This item bestows on the wearer the strength of a Hill
Giant, including giving the wearer a +6 attack bonus. The bonus is not cumulative
with the normal attack bonus potentially granted by level. Thus, a 10th Level Lord
with an attack bonus of +7 would not be helped and would even be slightly hindered
by the item (it would make him more clumsy). The girdle does not increase damage.
53
Helm of Brilliance: This incredibly rich looking fiery and bejeweled helm is capa-
ble of conveying to its wearer a number of special protections and powers:
1 Protection against all normal fires, a +4 bonus to saving throws against Fire
Balls, Dragon breath and the like, and -2 to each die of damage from similar.
2 The power to create a Wall of Fire around the user upon command.
3 The power to transform the wearer’s ordinary or magical sword into a Flaming
Sword (see above), though the sword will retain any additional magical proper-
ties it already possesses (Fighting-Men only)
4 Enhancement of all Fire Ball spells cast, by +1 hit per die, the granting of one
additional Light or Continual Light spell for each one memorized and the power
to cause flammable objects within 30’ to burst into flame upon command (Mag-
ic-Users only).
5 The granting of a +2 bonus to all reaction rolls when dealing with fire-dwelling
or fire-using creatures.
6 All cold-dwelling or using creatures will be quite hostile.
Helm of Chaos: If a Fighting-Man dons this helm, an ancient force—a Chaotic
demi-god or extremely evil high-level historical personage—will come to posses the
character and cause him to attempt to advance the side of Chaos. Once the charac-
ter is possessed it will not be necessary for him to always wear the helm but he will
keep it near him at all times, as it is the source of his power. What precisely has
happened will not be immediately obvious to others. On the other hand, the increas-
ingly “erratic” and “odd” behavior of the victim will be more and more apparent. The
possession will end only if the helm is utterly destroyed or cast off, for example, by
being tossed into deep ocean or into a bottomless crevice, etc. A Dispel Magic or
Remove Curse spell will merely cause the victim to briefly return to normal, perhaps
allowing a few seconds of conversation before the evil force regains control.
Helm of Reading Magic and Languages: Donning this helmet allows the wearer
to read any otherwise foreign or indecipherable writings, including magical ones. If
worn into combat, there is a 10% chance per successful attack that it will be
cleaved or smashed.
Helm of Telepathy: This piece of non-protective headgear allows the wearer to
read the thoughts of any creature within 90’. In addition the wearer may attempt to
telepathically implant a Suggestion to the target in a manner similar to the spell.
However, if a saving throw is made, not only will the Suggestion fail, but in addition
the target will become aware of the attempt and probably aware of where it ema-
nated from. All classes may use this item.
Helm of Teleportation: This item will allow a Magic-User to Teleport himself at
any time and as many times as he wishes as long as he simultaneously has a
Teleport spell in one of his memorized spell “slots”. In addition, using this form of
teleportation eliminates the possibility of “Low” results, while preserving the possi-
bility of “High” and other off-target results.
Horn of Blasting: Use of this intimidating instrument will create a blast cone out
from the user, 100’ long with a 20’ base. All within the cone will suffer two dice of
damage and be deafened for one full turn with no saving throw. (Since they are
deafened, they will then be immune to the effects of further uses of the Horn for
54
that time.) In addition any door, gate or normal wall within the area of effect will be
crushed or smashed.
Horn of Bubbles: This resembles one of the Horns of Valhalla, below. But instead
of summoning Berserkers, the Horn will create a cloud of bubbles that will cling
around the user for 4-12 turns. The bubbles themselves will be transparent but
there will be so many of them that the cloud itself will be effectively opaque.

Horn of Collapsing: This cursed item appears to be a Horn of Blasting, but if


used indoors, will instead bring the ceiling down on the user, causing 7-42 points
of damage. If used out-of-doors, it will cause 4-24 rocks to fall out of the sky at the
user, each doing 1-3 points of damage. In either case the user’s companions, if
any, will be surprised but unharmed.

Horn of Valhalla, Bronze: Use of this item will summon 2-8 friendly Berserkers of
3rd level who will fight to the death, if necessary. Fighting-Men only.
Horn of Valhalla, Iron: As above but with Berserkers of 4th level. Fighting-Men only.
Horn of Valhalla, Silver: As above but with Berserkers of 2nd level. All classes
may use it.
Horseshoes of Speed: These will double the base move of any horse.
Jewel of Attacks upon the Owner: This unusually beautiful stone doubles the
chances of wandering monsters and increases the chances of pursuit by 50%.
Jug of Alchemy: This jug may be used to pour out one chosen “ordinary” liquid up
to seven times in in a day (a different liquid may be chosen each day). Maximum
amounts per pouring are as follows:
Liquid Volume #/Containers Encumbrance
Water 10 Gallons 10 Skins !!!!! !!!!!
Beer 10 Gallons 10 Skins !!!!! !!!!!
Wine 5 Gallons 5 Skins !!!!!
Oil 2 Gallons 18 Flasks !!
Acid 1 Gallon 9 Flasks !
Hot Tea 1 Quart 3 Flasks —
Poison 1 Quart 3 Flasks —
Obviously, a great deal of liquid may be created in this manner. The “catch”, how-
ever is that unless it is ingested, whatever is magically poured will only remain
“real” until midnight of the day it was created—before evaporating or going bad,
etc.—making accumulating it impossible and selling it problematic, to say the least.

Libram of Chaos: Magic-Users aligned with Chaos will gain one level upon care-
fully studying this volume. Neutral Magic-Users will not receive this benefit but will
be otherwise unaffected. Magic-Users aligned with Law will take 2-24 hits of dam-
age. All others will take 3-12 hits.

Libram of Gainful Conjurations: Neutral Magic-users who read this book will
gain one level. Magic-Users not so aligned will take 4-16 hits of damage. All others
will be unaffected.
55
Libram of Silver Magic: The reverse (fortunately) of the Libram of Chaos.
Loadstone: This will appear to be a benign largish stone (encumbrance: !!!)
such as that for controlling Earth Elementals or a Luck Stone. However, if the per-
son carrying it finds himself being pursued by an enemy or monster, he will dis-
cover that his movement is suddenly slowed by 50%. Thereafter, the stone will
resist being discarded—touching the stone or the pack containing it will deliver an
electric shock, etc.—unless or until a Remove Curse is cast.
Luck Stone: This incredibly helpful largish stone (encumbrance: !!!) will increase
the possessor’s “take” from treasure—in terms of either finding or division—by 5%
to 20%. Fine-tuned referee discretion will be paramount here.
Lyre of Building: When strummed, this instrument will increase the productivity of
a construction project in a manner equivalent to one hundred men working for a
week. Alternatively, playing it will negate a Horn of Blasting. It is usable twice per
week in the first capacity and once per day in the second.
Manual of Bodily Health: The first person that carefully reads this useful tome
and carries out its exercises will gain 1 point in their constitution score. The volume
will then crumble into dust.
Manual of Gainful Exercise: As above, but applied to one’s strength score.
Manual of the Gods of Law: This tome will only be useful to non-player character
Priests or High Priests aligned with Law. Upon studying it, these will immediately
go up one level. Evil Priests or Evil High Priests who read it will lose two levels.
Thieves reading it will take 4-28 hits of damage, while Magic-Users reading it will
take 1-20 hits of damage and lose 10,000 experience points. Fighting-Men will be
unaffected.
Manual of Golems: This book of instructions will enable a Magic-User to construct
a particular type of Golem. There is a 40% chance it will be for a Flesh Golem, a
30% chance it will be for a Clay Golem, a 20% chance it will be for a Stone Golem
and a 10% chance it will be for an Iron Golem. Creating a Golem will take from 1-3
months and cost 1,000 Silvers per hit point. Non-Magic-Users that handle this vol-
ume will take from 4-24 hits of damage.
Manual of Puissant Skill at Arms: Upon careful reading, Fighting-Men will gain
one level. Magic-Users will lose 10,000 experience points or be reduced to zero.
Thieves will be unaffected. After a Fighting-Man reads it, the book will vanish.
Manual of Quickness of Action: The first person that carefully contemplates this
book’s recommendations and follows its regimen will gain one point of dexterity.
The text will then transform itself into an attractive but useless self-help manual.
Manual of Stealthy Pilfering: After reading this book, Thieves will gain one level.
Fighting-Men will lose 2,000 experience points and Magic-Users will lose 5,000
experience points. Subsequent to benefitting a Thief the volume will self-combust
and be devoured by flames.
Mattock of the Titans: This gigantic wooden hammer will destroy a normal door
in 1 turn or a locked or magically held door, heavy gate or portcullis in 1-3 turns. It
56
is too large and unwieldy to be used in combat. It has !!!! encumbrance.
Fighting-Men only.
Medallion of ESP, 30’ Range: This works just like an ESP spell but with the ca-
veat that it will malfunction on a roll of 6—giving either no information or false in-
formation.
Medallion of ESP, 60’ Range: As above.
Medallion of Thought Projection: The first time this item is used it will function
as a Medallion of ESP. However, on subsequent attempts it will generally work in
reverse, projecting one’s thoughts to any creatures currently hidden behind doors
or walls. To confuse things even more, on all following uses it will temporarily re-
vert to reading the thoughts of others on a roll of 6.
Mirror of Life Trapping: This will “trap” up to 20 creatures (including Undead and
other unusual types) within the mirror where they will remain until the Magic-User
possessing it calls them forth, or the mirror is broken. The possessor may con-
verse with those inside but they themselves will be powerless and will be unable to
converse or interact with others so held (lucky for some of them). If the mirror is
openly displayed, someone unaware and unsuspecting of its properties will have a
90% chance of looking into the mirror if he comes within 10’, thus becoming
trapped. However, if he is aware or suspicious, there will be less than a 10%
chance. 50% of the time a newly discovered mirror will already contain 1-6 trapped
creatures (determine randomly using the tables in Vol. 4).
Mirror Of Mental Prowess: This mirror functions as a Crystal Ball with Clairaudi-
ence, Clairvoyance and ESP. In addition it will answer one question a week re-
garding what is viewed. Usable by all classes.

57
Mirror of Opposition: This small but ornate mirror comes with a fine embroidered
covering. If a person looks into the mirror, an exact duplicate will spring out and
attack him.

Necklace of Missiles: This pendant contains from five to nine large beads. Each
may be hurled up to 120’ where it will burst as a Fire Ball doing 3, 4, 5, 6, 7, 8, 9,
10 or 11 dice of damage. Typical distribution of beads will be as follows:

Beads/Number of Hit Dice Damage


Number
of Beads 11 10 9 8 7 6 5 4 3
5 1 2 2
7 1 2 2 2
9 1 2 2 2 2

Necklace of Strangulation: This piece looks like a Necklace of Missiles but when
placed around the neck will strangle the user in 2-5 turns. Only a Wish will stop the
process.

Phase Cloak: This garment, knit from the hairs of a Phase Spider, makes the user
appear to be 1-10’ from his actual location. It will thus subtract -2 from the attack
rolls of opponents as well as adding +2 to saving throws against wands and the like.

Pipes of the Sewers: When played, these pipes will summon 10-60 Giant Rats in
1-4 turns. Each turn there is a 95% chance that they will obey the summoner, the
chance dropping cumulatively by 15% a turn if the summoner becomes otherwise
distracted. Note that the Pipes will not function in an area or type of terrain where
there is absolutely no chance of Rats (e.g., a desert).

Poisonous Cloak: This horrible covering appears to be a benign magical cloak,


but when donned it will kill the wearer (no saving throw).

Portable Hole: The hole will be 6’ in diameter and up to 10’ deep. One or more
persons may hide in it (pulling it up after them), though there will be no oxygen in
that extra-dimensional space.

Robe of the Archimagus: A Lawful Magic-User wearing this pure white robe will
have a 95% chance of success when casting the following spells: Charm, Hold
and Polymorph. There is a similar gray garment for neutral Magic-Users, and a
fulgin Robe of the Wizard for those aligned with Chaos. The chances for each
color are 60%, 30% and 10% respectively.

Robe of Blending: This garment allows the wearer to blend in, chameleon-like
with his surroundings in a manner tantamount to invisibility, though the robe will in
addition affect sound, smell and touch in a dynamic manner. Thus, if the wearer
walks amidst a horde of Goblins, he will sound, smell and (if a Goblin puts his
horny hand on him) feel like a Goblin. Characters of 11th or higher level or mon-
sters of 11 or more hit dice have a 10% chance per level or hit die above 10 of
detecting the wearer. The wearer will always be completely visible to fellow party
members—they will see him exactly as he actually is.
58
Robe of Eyes: A Magic-User wearing this super-powerful garment will be able to
see 240’ in all directions as if Dust of Appearance covered all in the area. In addi-
tion, he will be aware of hidden enemies, making ambush or surprise effectively
impossible. Finally, he may successfully track any creature that has passed by
within one day’s time.

Robe of Powerlessness: This garment resembles other magic robes in majesty.


However, when it is donned, the wearer’s strength score will immediately be re-
duced to 3, and he will suffer a -2 penalty on attacks and defense and a -1 penalty
on melee damage. In addition all spells will be forgotten and no new spells may be
memorized. The robe may only be removed with a Remove Curse.

Rope of Climbing: This 50’ long magical rope will fasten itself to or unfasten itself
from any surface or inanimate object upon command. It may then be climbed at
rapid speed. The rope may be thrown or it can itself climb like a snake.

Rope of Constriction: This cursed hemp entity resembles the items above and
below, but if an attempt is made to use it, it will entangle the user and from 1-5
others within 10’. All will perish from constriction in 2-5 turns unless a Dispel Magic
spell is cast.

Rope of Entanglement: If this magical rope is thrown at a group of man-sized


opponents, it will entangle 2-8 of them upon command, holding them fast (greater
or lesser numbers of smaller or larger creatures will also be affected). Others may
try to free their comrades by attempting to cut the rope, but it can only be hit on a
natural roll of 20, and will take 20 points of damage. Range: 20’.

Rug of Smothering: This resembles a Flying Carpet but on the first attempt to
use it the Rug will instantly enfold itself around the eager rider or riders and
smother him or them in 2-5 turns unless an Animate Objects spell is cast.

Saw of Mighty Cutting: This magical tool will cut through a normal-sized tree or
the equivalent in but 6 turns. Fighting-Men only.

Scarab of Death: After approximately one full turn of being worn or carried, this
scarab will transform into a horrible monster that will burrow into the heart of he
who possesses it, killing him unless a saving throw is made.

Scarab of Enraging Enemies: When this item is uncovered, all intelligent crea-
tures within 60’ will have a 50% chance of becoming completely enraged, attack-
ing and continuing to attack whomever is nearest to them, foe or friend, for 6 turns.
The Scarab will have 1-20 charges.

Scarab of Insanity: When this item is displayed, all intelligent creatures within 30’
will become afflicted with insanity for 12 turns. Creatures of 10 or more hit dice will
have a 25% chance of resisting. This device will contain 1-12 charges.

Scarab of Protection from Evil High Priests: This item will absorb and negate
the Finger of Death or Touch of Death up to a dozen times before crumbling into
dust.
59
Spade of Colossal Excavation: This tool will excavate a hole of 81 cubic feet (1
cubic yard or meter) in but one turn. However, it cannot by itself break through
stone. Fighting-Men only.

Sphere of Annihilation: This 2’ diameter sphere of utter blackness will completely


and irreversibly destroy anything it comes in contact with. Its normal state is to
hover in one place. However, any Magic-User within 60’ may attempt to induce it to
move in a desired direction or towards a particular target. There is a chance based
on the level and intelligence score of the Magic-User that he will be successful.
Check each turn. Failure indicates that the Sphere will instead move in the Magic-
User’s direction. If two or more Magic-Users attempt to control the Sphere at the
same time, check at a 10% penalty for the stronger one first, and then the weaker.
Failure for both means the sphere will move towards the weaker party. The Sphere
has a move rate of 3.

Intelligence Score
Level 1-12 13 14 15 16 17 18
1-7 25% 27% 29% 31% 33% 35% 37%
8 30% 32% 34% 36% 38% 40% 42%
9 35% 37% 39% 41% 43% 45% 47%
10-11 45% 47% 49% 51% 53% 55% 57%
12-13 55% 57% 59% 61% 63% 65% 67%
14-16 65% 67% 69% 71% 73% 75% 77%
17 70% 72% 74% 76% 78% 80% 82%
18+ 75% 77% 79% 81% 83% 85% 87%

Stone of Controlling Earth Elementals: It will take as many as ten minutes to


unpack and prepare this item (encumbrance: !!!). An Earth Elemental may then
be summoned. Magic-Users only.

Talisman of Chaos: This horrific item will slay High Priests aligned with Law (no
saving throw) and thus will be greatly sought after by many. Lawful characters that
touch with it will instantly take 6-36 hits of damage. It may be used six times.

Talisman of Lawfulness: This unique and helpful item will, upon command, im-
mediately sink an Evil High Priest into the center of the Earth (no saving throw). It
may be used up to seven times. It will not function for Neutral characters or
Thieves. Chaotic creatures that touch it will suffer 6-36 points of damage.

Talisman of the Sphere: This device will give the wearer a bonus of 20% to con-
trol a Sphere of Annihilation. If touched by a non-Magic-User, it will inflict 2-24
points of damage.

Tome of Clear Thought: Upon completing this volume, 1 point will be added to
the reader’s intelligence score.

Tome of Leadership and Influence: When opened and carefully perused, 1 point
of charisma will be conferred.
Tome of Understanding: Anyone who carefully and thoroughly reads this work
will immediately gain 1 point of wisdom.
60
Trident of Commanding Water Creatures: This item acts as a Staff of Com-
manding against water dwelling creatures (Charm for 12 turns—saving throw al-
lowed). Creatures within 60’ may be affected up to these maximum numbers:

Hit Dice of Number of


Creatures Creatures
1-3 1-12
4-6 2-8
7-9 1-4
10+ 1

Trident of Submission: Any creature struck by this super-powerful item will im-
mediately surrender to the wielder (saving throw vs. magic allowed). However, the
victim will “snap out of it” in 3-12 turns. Fighting-Men only.

Trident of Warning: This magical weapon allows the user to know the location,
type and number of any hostile sea creatures within 240’. Fighting-Men and
Thieves only.

Trident of Yearning: This cursed item causes the holder to desire to move as
efficaciously as possible to a large body of water and completely and permanently
immerse himself in it. It may only be countered with a Dispel Magic spell.

Wings of Flying: These allow one to fly at a rate of 15. However, after one hour
the user must rest for at least an equivalent time.

61
FABRICATING MAGIC ITEMS:

Archimagi and Wizards may manufacture magic items for personal use or for
sale. Typical minimum costs and fabrication times are given below. Many items will
often require special or rare ingredients or materials over and above standard
costs. For example, potion recipes may call for appropriate parts from particular
plants or monsters, armor construction may require the necessary quantities of
mithril or adamantite, and so on. If an item other than a potion has effects that du-
plicate or are strongly similar to a particular spell, knowledge of that spell will usu-
ally be required. For each level above 11th of the Magic-User, time required will be
reduced by -10%. Created rods, staves and wands will come with maximum
charges. If recharging such items is allowed, it is suggested that such may be
done at half the usual cost and time, prorated according to the number of charges
desired. Assuming a willing buyer exists and may be found, sale price for any
manufactured item will be on the order of a 1%-20% markup over standard cost
plus 100-600 Silver Pieces per week of work required for an 11th level Magic-User
(those of higher levels will finish in fewer weeks and thus potentially make more
profit per week).
Of course, creative players may propose that their characters design or fabricate
items not listed below. Such attempts should be allowed, but as always will be
subject to the discretion of the referee.

Potions:

Item Cost Item Cost


Growth 200 + 1 week Speed 300 + 2 weeks
Plant Control 200 + 1 week Flying 500 + 2 weeks
Polymorph 200 + 1 week Oil/Slipperiness 500 + 2 weeks
Animal Control 300 + 1 week Super-heroism 500 + 2 weeks
Clairaudience 300 + 1 week ESP 500 + 3 weeks
Fire Resistance 300 + 1 week Extra-healing 500 + 3 weeks
Gaseous Form 300 + 1 week Human Control 500 + 3 weeks
Healing 300 + 1 week Giant Strength 1,000 + 3 weeks
Levitation 300 + 1 week Longevity 1,000 + 3 weeks
Clairvoyance 300 + 2 weeks Oil/Etherealness 1,000 + 4 weeks
Diminution 300 + 2 weeks Treasure Finding 2,000 + 4 weeks
Heroism 300 + 2 weeks Undead Control 2,000 + 2 months
Invisibility 300 + 2 weeks Giant Control 3,000 + 2 months
Invulnerability 300 + 2 weeks Dragon Control 5,000 + 6 months

Scrolls:

These cost 100 Silver Pieces per spell level and will require 1 week per spell level
to inscribe. In addition, Protection scrolls will have these costs and times:
Item Cost Item Cost
Lycanthropes 2,000 + 4 weeks Magic 3,000 + 2 months
Elementals 3,000 + 2 months Undead 3,000 + 2 months
62
Armor:

Item Cost Item Cost


Magic Shield 1,000 + 4 weeks Mail +4 10,000 + 9 months
Buckler +1 2,000 + 4 weeks Mail & Shield +5 15,000 + 1 year
Plate Armor +1 2,000 + 2 months Plate Armor +3 20,000 + 15 months
Mail +3 3,000 + 3 months Mail +5 25,000 + 18 months
Mail & Shield +4 5,000 + 4 months Mail & Shield +6 30,000 + 21 months
Plate Armor +2 7,500 + 6 months Armor of Etherealness 50,000 + 2 years

Miscellaneous Weapons:

Item Cost Item Cost


12 Arrows +1 500 + 3 weeks Hammer +2 5,000 + 4 months
Dagger +1, +2 1,000 + 3 weeks Mace +2 5,000 + 4 months
Axe +1 2,000 + 4 weeks Axe +3 7,500 + 6 months
12 Arrows +2 2,000 + 2 months Spear +2 7,500 + 6 months
Dagger +1, +3 2,000 + 2 months Crossbow of Distance 7,500 + 6 months
Javelin of Lightning 2,000 + 2 months Crossbow of Speed 7,500 + 6 months
Hammer +1 2,000 + 3 months Crossbow of Accuracy 15,000 + 1 year
12 Arrows +3 3,000 + 3 months Spear +3 15,000 + 1 year
Spear +1 3,000 + 3 months Mace of Disruption 20,000 + 2 years
Axe +2 3,000 + 4 months Arrow of Slaying 25,000 + 2 years
Magic Bow 3,000 + 4 months

Rings:

Item Cost Item Cost


Fire Resistance 7,500 + 2 months Human Control 30,000 + 6 months
Invisibility 10,000 + 3 months Spell Storing 35,000 + 6 months
Telekinesis 15,000 + 3 months Protection +2 50,000 + 6 months
Mammal Control 15,000 + 4 months X-Ray Vision 50,000 + 1 year
Protection +1 15,000 + 6 months Regeneration 60,000 + 1 year
Shooting Stars 20,000 + 6 months Protection +3 100,000 + 1 year
Spell Turning 25,000 + 6 months

Rods & Staves:

Item Cost Item Cost


Lordly Might 5,000 + 2 months Rulership 35,000 + 1 year
Cancellation 5,000 + 3 months Commanding 50,000 + 2 years
Beguiling 10,000 + 6 months Healing 50,000 + 2 years
Absorption 15,000 + 1 year Staff of Power 100,000 + 5 years
Snake Staff 20,000 + 1 year Withering 125,000 + 6 years
Striking 25,000 + 1 year Staff of the A.M. 200,000 + 10 years

63
Wands:

Item Cost Item Cost


Metal Detection 5,000 + 3 months Paralyzation 10,000 + 6 months
Enemy Detection 7,500 + 4 months Polymorphing 10,000 + 6 months
Fear 7,500 + 4 months Cold 10,000 + 6 months
Negation 7,500 + 4 months Lightning Bolts 10,000 + 6 months
Illusion 10,000 + 4 months Magic Detection 15,000 + 9 months
Fire Balls 10,000 + 6 months Doors/Traps Detection 25,000 + 1 year

Miscellaneous Magic:

5,000 + 6 months 25,000 + 1 year


Bracers of Defense +3 Amulet vs. Crystal Balls and ESP
Cloak of Protection +1 Arrow of Direction
Crystal Ball Boots of Speed
Decanter of Endless Water Boots of Traveling and Leaping
Disappearance Dust Displacer Cloak
Dust of Appearance Gauntlets of Ogre Power
Wings of Flying Stone Controlling Earth Elementals

10,000 + 6 months 50,000 + 1 year


Crystal Ball with Clairaudience Bag of Holding
Gauntlets of Dexterity Bowl Commanding Water Elementals
Gauntlets of Swimming and Climbing Bracers of Defense +7
Horseshoes of Speed Brazier Commanding Fire Elementals
Medallion of ESP, 30' Range Censor Controlling Air Elementals
Rope of Climbing Cloak of Protection +3
Trident of Warning Gem of Seeing

25,000 + 6 months 100,000 + 1 year


Boots of Levitation Flying Carpet
Bracers of Defense +5 Helm of Telepathy
Cloak of Protection +2 Helm of Teleportation
Crystal Ball with ESP Medallion of ESP, 90' Range
Helm of Reading Magic and Languages Portable Hole
Rope of Entanglement Robe of Blending
Trident of Submission Robe of Eyes

Referee Notes:

64

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